Abstract
In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship. Bourgonjon and Soetaert respond to the call of Gert Biesta for the contextualized study of young people's practices by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new social spaces which emerge in video game culture and how these spaces relate to community building and citizenship. Bourgonjon and Soetaert also examine whether these social spaces can be a source for different types of capital (Bourdieu) and reflect on the ethical dimensions of video gaming. © Purdue University.
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CITATION STYLE
Bourgonjon, J., & Soetaert, R. (2013). Video games and citizenship. CLCWeb - Comparative Literature and Culture, 15(3). https://doi.org/10.7771/1481-4374.2245
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