Main Article Content

Abstract

The COVID-19 pandemic has had an enormous impact on many aspects of children’s day-to-day lives, including their play. Measures such as lockdowns, school and playground closures, quarantine, isolation and social distancing introduced to curb transmission have resulted in major consequences for where, when, how and with whom children can play.
This article reports on interim findings from ‘The Play Observatory’, a 15-month project researching children’s play experiences during the COVID-19 pandemic. Collecting data through an online survey and online case studies, the research offers insights into ways in which children’s play has endured, adapted and responded to restrictions brought about by the pandemic.
This article focuses on children’s digital play throughout this period, including examples of digital gaming, online play, social media, playful creation of digital media texts and hybrid online-offline play. Drawing on theories relating to dynamic literacies, multimodal perspectives and the Reggio Emilia concept of the ‘hundred languages’, this article examines the role of the digital in children’s contemporary play practices and the specific affordances of digital play during times of stress, uncertainty and physical distancing.
The findings highlight ways in which digital play continued, adapted, evolved and reflected children’s experiences and understandings of the pandemic. The study reveals the complexity of digital play and its place within contemporary digital childhoods, troubling simplistic notions of ‘screen time’ and highlighting the increasingly blurred boundaries around digital and non-digital practices, calling for educational approaches that value digital play as significant meaning-making.

Keywords

Digital Play Covid-19 Childhood Digital Media Literacies

Article Details

How to Cite
Cowan, K., Potter, J., Olusoga, Y., Bannister, C., Bishop, J. C., Cannon, M., & Signorelli, V. (2021). Children’s Digital Play during the COVID-19 Pandemic: insights from the Play Observatory. Journal of E-Learning and Knowledge Society, 17(3), 8-17. https://doi.org/10.20368/1971-8829/1135590

References

  1. Adami, E. (2009). ‘We/YouTube’: Exploring sign-making in video-interaction. Visual Communication, 8(4), 379–399. https://doi.org/10.1177/1470357209343357
  2. Atkinson, P. (2017). Thinking Ethnographically (1st edition). SAGE Publications.
  3. Barker, N. (2021, January 28). Researching Digital Touch During and After a Pandemic. In-Touch Thinking Pieces. https://in-touch-digital.com/2021/01/28/researching-digital-touch-during-and-after-a-pandemic/
  4. Bateman, A., Danby, S., & Howard, J. (2013). Living in a broken world: How young children’s well-being is supported through playing out their earthquake experiences. International Journal of Play, 2(3), 202–219. https://doi.org/10.1080/21594937.2013.860270
  5. Bezemer, J., & Kress, G. (2016). Multimodality, learning and communication: A social semiotic frame. Routledge, Taylor & Francis Group.
  6. Bishop, J. C. (2016). From "Breathless Catalogue" to "Beyond Text": A Hundred Years of Children’s Folklore Collecting. Folklore, 127(2), 123–149.
  7. Bliss, D. (2020, March 2). Gaming disorder: The rise of a 21st century epidemic. National Geographic. https://www.nationalgeographic.co.uk/science-and-technology/2020/02/gaming-disorder-rise-of-21st-century-epidemic
  8. British Educational Research Association. (2018). BERA Ethical Guidelines for Educational Research. BERA.
  9. Clark, A. (2017). Listening to Young Children: A guide to understanding and using the mosaic approach (Third Edition). Jessica Kingsley Publishers.
  10. Cowan, K. (2018). Multimodal Technologies in LEGO House: A Social Semiotic Perspective. Multimodal Technologies and Interaction, 2(4), 70. https://doi.org/10.3390/mti2040070
  11. Cowan, K. (2019). Digital Meaning Making: Reggio Emilia-inspired Practice in Swedish Preschools. Media Education Research Journal, 8(2), 11–29.
  12. Domingo, M. (2011). Analyzing layering in textual design: A multimodal approach for examining cultural, linguistic, and social migrations in digital video. International Journal of Social Research Methodology, 14(3), 219–230. https://doi.org/10.1080/13645579.2011.563619
  13. Edstrom, L. (2003). "Building Up": Block Play After September 11. Bank Street Occasional Paper Series, 11(5), 18–21.
  14. Eisen, G. (1990). Children and play in the Holocaust: Games among the shadows. University of Massachusetts Press.
  15. Filippini, T., & Vecchi, V. (Eds.). (2000). The Hundred Languages of Children. Reggio Children.
  16. Flewitt, R. (2011). Bringing ethnography to a multimodal investigation of early literacy in a digital age. Qualitative Research, 11(3), 293–310. https://doi.org/10.1177/1468794111399838
  17. Frost, J. L. (2005). Lessons from Disasters: Play, Work, and the Creative Arts. Childhood Education, 82(1), 2–8. https://doi.org/10.1080/00094056.2005.10521332
  18. Geddes, L., & Marsh, S. (2021, January 22). Concerns grow for children’s health as screen times soar during Covid crisis. The Guardian.
  19. Graber, K., Byrne, E. M., Goodacre, E. J., Kirby, N., Kulkarni, K., O’Farrelly, C., & Ramchandani, P. G. (2020). A rapid review of the impact of quarantine and restricted environments on children’s play and health outcomes. Child: Care, health and development, 47(2), 143-153.
  20. James, A., & Prout, A. (Eds.). (1997). Constructing and Reconstructing Childhood. Falmer Press.
  21. Jewitt, C. (Ed.). (2014). The Routledge Handbook of Multimodal Analysis (Second Edition). Routledge.
  22. Kelly, C. (2015). "Let’s do some jumping together": Intergenerational participation in the use of remote technology to co-construct social relations over distance. Journal of Early Childhood Research, 13(1), 29–46. https://doi.org/10.1177/1476718X12468121
  23. Kress, G. (2010). Multimodality: A social semiotic approach to contemporary communication. Routledge.
  24. Livingstone, S. M., & Blum-Ross, A. (2020). Parenting for a digital future: How hopes and fears about how technology shape children’s lives. Oxford University Press.
  25. Malaguzzi, L., & Cagliari, P. (2016). Loris Malaguzzi and the schools of Reggio Emilia: A selection of his writings and speeches, 1945-1993. Routledge.
  26. Marsh, J., & Bishop, J. C. (2014). Changing Play: Play, media and commercial culture from the 1950s to the present day. Open Univ. Press.
  27. Ofcom. (2017). Children’s Media Lives. https://www.ofcom.org.uk/__data/assets/pdf_file/0022/108283/children-media-lives-2017.pdf
  28. Ofcom. (2019). Children’s Media Lives. https://www.ofcom.org.uk/__data/assets/pdf_file/0029/134795/Childrens-media-lives-Wave-5.pdf
  29. Ofcom. (2020). Ofcom Children’s Media Lives: Life in Lockdown. Ofcom. https://www.ofcom.org.uk/__data/assets/pdf_file/0024/200976/cml-life-in-lockdown-report.pdf
  30. Opie, I., & Opie, P. (1959). The Lore and Language of Schoolchildren. Oxford University Press.
  31. Potter, J., & Cowan, K. (2020). Playground as Meaning-making Space: Multimodal Making and Re-making of Meaning in the (Virtual) Playground. Global Studies of Childhood Online, 10(3), 1–16.
  32. Potter, J., & McDougall, J. (2017). Digital Media, Culture and Education: Theorising third space literacies. Palgrave Macmillan.
  33. Reggio Children. (2019). Bordercrossings: Encounters with Living Things Digital Landscapes. Reggio Children.
  34. Roud, S. (2011). The Lore of the Playground. Arrow Books.
  35. Save the Children. (2020). Life Under Lockdown: Children’s Experiences of the Pandemic and Lockdown in the UK. https://www.savethechildren.org.uk/content/dam/gb/reports/life_under_lockdown_report.pdf
  36. Smith, M. E. (2020, March 4). Children’s Games are Going Viral. The Guardian. https://www.theguardian.com/world/2020/mar/04/childrens-games-are-going-viral
  37. Stephen, C., & Plowman, L. (2014). Digital Play. In L. Brooker, M. Blaise, & S. Edwards (Eds.), The Sage Handbook of Play and Learning in Early Childhood (pp. 330–341). SAGE Publications Ltd.
  38. Wiles, R., Prosser, J., Bagnoli, A., Clark, A., Davies, K., Holland, S., & Renold, E. (2008). Visual Ethics: Ethical Issues in Visual Research. ESRC National Centre for Research Methods Review Paper.
  39. Willett, R., Richards, C., Marsh, J., Burn, A., Bishop, J. C., & Palgrave Connect (Online service). (2013). Children, Media and Playground Cultures: Ethnographic studies of school playtimes. Palgrave Macmillan.
  40. Wohlwend, K. (2008). Research Directions: Play as a Literacy of Possibilities—Expanding Meanings in Practices, Materials, and Spaces. Language Arts, 86(2), 127–136.
  41. World Health Organisation. (2018). International Classification for Diseases (11th Revision). https://icd.who.int/en