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PP 585
Locating ‘the Digital’ in Teen Television Fandoms
Y. Gerrard
1
1
University of Leeds, School of Media and Communication, Leeds, United Kingdom
This paper draws on empirical research frommy PhD thesis, to explore fans’participation in three young women’s popular cultures: teen drama series Pretty
Little Liars (2010-present), Revenge (2011–2015), and The Vampire Diaries (2009-present). Specifically, the research considers how, and where, we can lo‑
cate‘the digital’in teen television fandoms. My findings suggest that fandom permeates multiple and overlapping spheres of fans’everyday lives, including
in social, domestic, and work-related spaces. Furthermore, fandom is largely enacted through online, networked, and data-driven technologies, which are
themselves deeply embedded within these ordinary and everyday spaces (see Hine, 2015). This process of embedding ultimately destabilises the digital
technologies, which means that pre-existing binaries like online/offline, public/private, and leisure/work are disrupted. In this paper, I will argue that
teen television fans construct spaces like leisure and work, online and offline, and public and private, not as binaries, but as frameworks to move around,
as a way of negotiating their pleasures in derided feminine media texts. My research thus draws upon longstanding and well-theorised feminist debates
around pleasure, specifically thinking about fans’pleasures in (young) women’s - and therefore culturally derided and devalued - popular media texts (see
also Radway, 1984; Ang, 1985; Brunsdon, 1997, 2000; Baym, 2000; Thornham, 2008, 2009, 2011). Moreover, although a plethora of literature exists around
fandom and digital cultures, such as online communities (see Baym, 2000; Bury, 2005; Hellekson and Busse, 2006), and digital fan labour and the political
economy of online fandom (Baym and Burnett, 2009; Jones, 2014; Stanfill and Condis, 2014), this paper will also open up a discussion about how fandom
can enter into recent debates around data and society (see Gitleman, 2013; Clough et al., 2014; Kitchin, 2014; van Dijck, 2014). Thus, in this paper, I will
also suggest that fans construct (and collapse) these frameworks in order to facilitate identity performativity in online spaces; their participation within
which is often characterised by anxieties about privacy, the risks of visibility, and a deep distrust of data-driven digital media technologies. Finally, and most
crucially, I will consider how ‘the digital’ can be located and situated in enactments of, and discussions around, fandom, thinking specifically about how
the embeddedness of ‘the digital’in fans’everyday lives drives their practices and perceptions of fandom.
PP 586
Adolescents and Audiovisual Sexual Contents: Analysis of the European Policy
A. Pastorino
1
1
Sorbonne University, Sociology, Paris, France
The aim of the paper is to present the contemporary implementation of European policies related to the use of audiovisual sexual contents by adolescents
on the Internet. The study wishes to answer to the following question: "Over the last twenty years, how do stakeholders have been tackling potential online
risks, especially the ones related to audiovisual contents?". The exposure of children and adolescents to online risks has raised a public debate between lib‑
ertarian positions - more favourable to a free use of the Internet - and protectionist approaches - highlighting the need to control cyberspace from potential
damages. Apart from this simple opposition between pro- and con- views, several stakeholders are actively involved in applying and experimenting techni‑
cal, regulatory and educational solutions. The results presented are based on the content analysis of the European parliamentary debates concerning three
thematic areas: media literacy, children protection and cybersecurity. These discourses have been compared with the actions put in place by main European
stakeholders, such as self-regulatory, co-regulatory and regulatory practices, promoted by the European Commission. The choice of focusing on adolescents
and pornography has resulted as the most appropriate for surveying both online freedom and ethics in post-modern society. The research has been carried
on within the PhD in Sociology (Sorbonne University, Paris) under the co-supervision of Prof. Olivier Martin (sociologist) and Michela Marzano (philosopher)
and within a BluebookTraineeship at the European Commission (DG CNECT, Luxembourg), by working for the Better Internet for Kids programme and taking
part to the high-level meetings amongst the stakeholders.
PP 587
‘The Tablet Is My BFF’: An Overview of Young Chidren’s Engagement with Digital Technologies
P. Dias
1
, R. Brito
2
1
Catholic University of Portugal, Research Centre for Communication and Culture, Lisbon, Portugal
2
Universidade de Lisboa, UIDEF- Instituto de Educação, Lisbon, Portugal
Our research explores the way young children (under 8 years old) engage with digital technologies in the home, looking particularly at the family dynamics.
Our approach is qualitative and combines grounded theory with a theoretical framework including contributions from Education Studies, Psychology and
Communication Studies.The engagement with digital media is explored along two dynamics: a) between the child and the family; and b) between uses and
practices and self-reported. Thus, we address four research questions: 1) How do children under the age of 8 engage with new (online) technologies? (in‑
dividual use); 2) How are new (online) technologies perceived by the different family members? (family dynamics); How do parents manage their younger
children’s use of (online) technologies? (parental mediation); and 4) What role do these new (online) technologies play in the children’s and parents’lives?
(awareness of benefits and risks). This proposal presents national results that integrate the wider project “Young Children (0–8) and Digital Technologies”,
that in 2015 will include 180 qualitative interviews to families with children aged 6 or 7 years old. The methods used are a set of interviews with three
moments - an icebreaker activity and simultaneous but separate interviews to the parents and children – and observations collected withmultiple activities
– a schedule with stickers about daily routines, a card game about favorite activities, a grid for identifying apps, a digital tour given by the children, a chart
of digital media use built by the parents and several photos. Regarding practices, the favorite device is the tablet. The main activities are playing games
and watching videos on YouTube, and the choices mirror offline preferences, as children tend to choose games related to their favorite activities/sports
and fictional characters/toys. Children’s choices are gendered: boys like adventure and fighting games with superheroes while girls like dressing, nails and
make-up, princesses and taking care of virtual pets. Children know more about digital media than parents think, as they observe the parents and mirror
their behavior. Also, children are resourceful and savvy with digital technologies, experiment and explore alone, and only ask the parents for help when