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Thursday, October 6 • 4:00pm - 4:30pm
Flows of Literacy Across Corporate and User-Produced Digital Worlds

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Sociocultural research on young people’s literate practices with digital media have generally focused on literacy events and practices that are grounded in distinct online locations, such as affinity spaces, specific websites, particular video games, or virtual worlds. However, contemporary media landscapes have become networked to such an extent that a transmedial approach is needed to understand the social, cultural, and literate contexts that young people inhabit.

In this presentation we use qualitative content analyses of products and artifacts from the Hunger Games media franchise to explore literacy practices as embedded in corporate and fan-produced transmedia ecologies. Data for this study include Hunger Games-related texts (books, fan fiction stories, websites, fan videos), products (video games), and artifacts (curricular materials) produced by the publishing company Scholastic, the marketing company Lionsgate, and by fans of the franchise. Qualitative content analysis is used to compare and contrast patterns in relation to the following questions:

● What types of entry-points for literate participation are sponsored by the official producers of these transmedia products?

● What types of entry-points for literate participation are created by consumers or prosumers of these transmedia products?

● How might these entry-points shape and constrain young people’s literate participation?  

Such questions encourage us to look beyond spatial and structural boundaries to understand how flows of corporate and user-produced artifacts can shape, constrain, and expand young people’s literate repertoires.




Thursday October 6, 2016 4:00pm - 4:30pm
Emerald Bay D

Attendees (27)