In order to understand the culture of the physical, virtual, and blended spheres that adolescents inhabit, we build on Gee's concept of affinity spaces. Drawing on our ethnographic research of adolescent literacies related to The Hunger Games novels, the Neopets online game, and The Sims videogames, this article explores the nature of interest-driven writing in these spaces. We argue that fan-based affinity spaces motivate young adults to write because they offer multiple modes of representation, diverse pathways to participation, and an authentic audience. As scholars and educators, we posit that these out-of-school spaces can offer youth new purposes, modes, and tools for their written work
Internet and multimedia platforms are changing the way adolescents read and interact with literature...
"Fanfiction, " the use of others ' characters to write original stories, is not an es...
Though research demonstrates rich opportunities available to young writers who share their work onli...
As researchers seek to make sense of young people’s online literacy practices and participation, que...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...
and Mockingjay in 2010—was released, and over the last five years, the trilogy has sold more than 50...
This chapter explores how writers respond to interactions with readers and audience members in two t...
Much of the research on youth digital literacies relies on the experiences of exceptional cases, whi...
As video games have become an important economic and cultural force, scholars are increasingly tryin...
In this article the author explores ways in which affinity spaces (Gee, 2004) can be adapted for Eng...
The production of culture is today a matter of ‘user generated content’ and young people are vital p...
Digital tools and online spaces offer new opportunities for young people to share their creative wor...
The production of culture is today a matter of ‘user generated content’ and young people are vital p...
This paper examines online fan fiction communities as spaces for identity formation, collaborative c...
Generally downplayed in the literary world as trivial or hack writing, narratives set in established...
Internet and multimedia platforms are changing the way adolescents read and interact with literature...
"Fanfiction, " the use of others ' characters to write original stories, is not an es...
Though research demonstrates rich opportunities available to young writers who share their work onli...
As researchers seek to make sense of young people’s online literacy practices and participation, que...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...
and Mockingjay in 2010—was released, and over the last five years, the trilogy has sold more than 50...
This chapter explores how writers respond to interactions with readers and audience members in two t...
Much of the research on youth digital literacies relies on the experiences of exceptional cases, whi...
As video games have become an important economic and cultural force, scholars are increasingly tryin...
In this article the author explores ways in which affinity spaces (Gee, 2004) can be adapted for Eng...
The production of culture is today a matter of ‘user generated content’ and young people are vital p...
Digital tools and online spaces offer new opportunities for young people to share their creative wor...
The production of culture is today a matter of ‘user generated content’ and young people are vital p...
This paper examines online fan fiction communities as spaces for identity formation, collaborative c...
Generally downplayed in the literary world as trivial or hack writing, narratives set in established...
Internet and multimedia platforms are changing the way adolescents read and interact with literature...
"Fanfiction, " the use of others ' characters to write original stories, is not an es...
Though research demonstrates rich opportunities available to young writers who share their work onli...