Full Description
Uncovering the workings of the KidTech industry, this book explores how capitalism operates in digital spaces that are geared toward children and how this impacts children's everyday lives.
This book foregrounds the social, cultural and economic logics of capitalism and the historical trajectories of how children, childhood, and what it means to be a child have been shaped by these logics throughout the 20th century. This is followed by three core sections of the book, which examine present concerns. The first explores how young people are now entangled in digital capitalism as data, the second traces how children are recruited into producing digital content and - by extension - value for digital corporations, and the third explores how KidTech platforms are increasingly constructing digital spaces that isolate children from parental involvement. The book concludes by questioning the wider implications of KidTech on children's rights and its long-term consequences.
This book will be of interest to students and scholars in a wide range of fields including digital media studies, children's media studies, internet studies, media policy, children and youth studies, digital governance studies, and beyond. It will also be of interest to educators and policymakers seeking to understand the complex workings of children's digital lives.
Contents
Acknowledgements
Chapter 1: Introduction: Digital Kids, Digital Worlds:
Chapter 2: Born to Shop? A History of the Youth Market
Chapter 3: Fun and Free: Theorizing KidTech and the Workings of Digital Capitalism
Chapter 4: Kids as Data: The First Fully Datafied Generation
Chapter 5: What's the Difference? Play as working in digital playspaces
Chapter 6: Playing In The Moated Walled Garden: KidTech, Roblox and the Metaverse
Chapter 7: Digital Kids, Digital Citizenships and the Rethinking for our Digital Futures
Index



