By Pal Andre Aarsand.
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Extra info for Around the screen : computer activities in children's everyday lives
Goodwin, 1990; Thorne, 1993). Table 2: Participants6 Girls Boys Diana Joel Camilla Jon Maria Mathias Helena Lukas Linda Daniel Sabina Johannes Mathilda Malte Fanny Anders All of the students were 13 years old, except for Mathias who was 14 years old, at the start of the fieldwork. Staff members were, of course, part of the school as were students from other classes, but because the focus has been on the children’s computer activities, other parties are not included in the 6 The names of the participants have been changed.
The main idea is that the researcher should be able to get as many different examples of the activity as possible, allowing him/her to say something about phenomena that transgress the individual situation. The main challenge is to know how to choose examples, which can be done in relation to theory (see also Glaser & Strauss, 1967; Silverman, 2001). The forth line of reasoning deals with generalization in relation to similarities in context. According to this logic, the results are actualized through likeness in context.
As social activities, chatting and gaming offer participants several possible positions, or identities. Identity is not seen as something fixed, rather it can be interpreted as positioning in relation to different activities and actors, in short as a dialogical phenomenon (Aronsson, 1998; Davies & Harré, 1990; Goffman, 1981). As social activities, identities are worked upon and they are productive. 4 The example is from Duranti (1997). 26 Whether we talk about children who are doing online chatting or adults who are playing computer games, they are all embedded in and part of that particular activity.