Abstract
It has become increasingly common for services and public policy initiatives to use digital campaigns to encourage youth mental health promotion practices. However, there is little critique of the gender positions made available in these campaigns or the role that digital cultures and leisure—beyond gamification—play in assembling gendered accounts of mental health. Drawing on analysis of the participatory design of a youth mental health campaign, Something Haunting You?, we explore how the creation of campaigns can shift in focus from predetermined gender and behaviour change towards the complex assemblage of gender, digital, and play practices.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
YouTube views recorded 28/07/17
References
Akrich, M. (1992). The de-scription of technical objects. In W. Bijker & J. Law (Eds.), Shaping technology/building society. Cambridge, UK: MIT Press.
Akrich, M., & Latour, B. (1992). A summary of a convenient vocabulary for the semiotics of human and non-human assemblies. In W. Bijker & J. Law (Eds.), Shaping technology/building society. Cambridge, UK: MIT Press.
Buchanan, I. M. (2014). Assemblage theory and schizoanalysis. Panoptikum, 13(20), 115–125.
Butler, J. (1988). Performative acts and gender constitution: An essay in phenomenology and feminist theory. Theatre Journal, 40(4), 519–531.
Butler, J. (1993). Bodies that matter. London/New York: Routledge.
Bruns, A. (2016). Prosumption, produsage. In B. Jensen, C. Klaus, T. Robert, J. D. Pooley, & E. W. Rothenbuhler (Eds.), The international encyclopedia of communication theory and philosophy. London: John Wiley & Sons, Inc.
Chau, C. (2010). Youtube as a participatory culture. New directions for student leadership, 128, 65–74.
Collin, P., & Swist, T. (2016). From products to publics? The potential of participatory design for research on youth, safety and well-being. Journal of Youth Studies, 19(3), 305–318.
Connell, R. W., & Messerschmidt, J. W. (2005). Hegemonic masculinity: Rethinking the concept. Gender & Society, 19(6), 829–959. https://doi.org/10.1177/0891243205278639.
Deleuze, G. & Guattari, F. A (1987). A thousand plateaus: Capitalism and schizophrenia (Brian Massumi, Trans.). Minneapolis, London: The University of Minnesota Press.
Eberle, S. G. (2014). The elements of play: Towards a philosophy and a definition of play. Journal of Play, 6(20), 214–233. Retrieved from http://www.journalofplay.org/sites/www.journalofplay.org/files/pdf-articles/6-2-article-elements-of-play.pdf.
Ellis, L., Collin, P., Davenport, T., Hurley, P., Burns, J., & Hickie, I. (2012). Young men, mental health and technology: Implications for service design and delivery in the digital age. Journal of Medical Internet Research, 14(6), e160.
Ellis, L., Collin, P., Hurley, P., Davenport, T., Burns, J., & Hickie, I. (2013). Young men’s attitudes and behaviour in relation to mental health and technology: Implications for the development of online mental health services. BMC Psychiatry, 13, 119.
Farrimond, H. (2011). Beyond the caveman: Rethinking masculinity in relation to men’s help-seeking. Health: An Interdisciplinary Journal for the Social Study of Health, Illness and Medicine, 16(2), 208–225.
Fleming, T. M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S. N., Cheek, C., Lucassen, M., Lau, H. M., Pollmuller, B., & Hetrick, S. (2017). Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Frontiers in Psychiatry, 7, 215.
Fullagar, S., Rich, E., & Francombe-Webb, J. (2017). New kinds of (ab)normal?: Public pedagogies, affect, and youth mental health in the digital age. Social Sciences, 6(99). https://doi.org/10.3390/socsci6030099.
Hagen, P., Collin, P., Metcalf, A., Nicholas, M., Rahilly, K., & Swainston, N. (2012). Participatory design of evidence-based online youth mental health promotion, prevention and early intervention and treatment. Abbotsford, BC: Young and Well CRC.
Harvey, A. (2011). Architectures of Participation in Digital Play. Information, Communication & Society, 14(3), 303–319.
Hubner, L., Leaning, M., & Manning, P. (2014). Introduction. In L. Hubner, M. Leaning, & P. Manning (Eds.), The zombie renaissance in popular culture (pp. 3–14). Basingstoke, UK: Palgrave Macmillan.
Huuki, T., Manninen, S., & Sunnari, V. (2010). Humour as a resource and strategy for boys to gain status in the field of informal school. Gender and Education, 22(4), 369–383.
Ingold, T. (2011). Being alive: Essays on movement, knowledge and description. Abingdon, UK: Routledge.
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89–106.
LEGO Learning Institute. (2003). The changing face of children’s play culture: Children’s play, learning and communication in a technology driven world. Retrieved from http://www.carsten-jessen.dk/Play_Culture.pdf
Lupton, D. (2016). Foreward: Lively devices, lively data and lively leisure studies. Leisure Studies, 35(6), 709–711.
Nasiruddin, M., Halabi, M., Dao, A., Chen, K., & Brown, B. (2013). Zombies – A pop culture resource for public health awareness. Emerging Infectious Diseases, 19(5), 809–813.
O’Brien, R., Hunt, K., & Hart, G. (2005). ‘It’s caveman stuff, but that is to a certain extent how guys still operate’: Men’s accounts of masculinity and help-seeking. Social Science and Medicine, 61, 503–516.
Schack, M. H. (2014). Perspectives on comics and their literary merit. Retrieved from http://www.makingithappen.us/wp-content/uploads/2015/02/Perspectives-on-Comics-and-their-Literary-Merit.pdf
Silk, M., Millington, B., Rich, E., & Bush, A. (2016). (Re-)thinking digital leisure. Leisure Studies, 35(6), 712–723.
Spears, B. A., Taddeo, C. M., Barnes, A., Collin, P., Swist, T., Webb-Williams, J., Brock, C., Kavanagh, P., Drennan, J., Razzell, M., & Borbone, V. (2016). Something haunting you? Reframing and promoting help-seeking for young men: The co-creation and evaluation of a social marketing campaign. Melbourne, VIC: Young and Well Cooperative Research Centre.
Spencer-Thomas, S., Hindman, J., & Conrad, J. (2012). Man therapy: An innovative approach to suicide prevention for working aged men. Retrieved from https://mantherapy.org/pdf/ManTherapy.pdf
Swist, T., Hodge, B., & Collin, P. (2016). ‘Cultural making’: How complexity and power relations are modulated in transdisciplinary research. Continuum, 30(4), 489–501.
Vasudevan, L. (2010). Education remix: New media, literacies, and the emerging digital geographies. Digital Culture & Education, 2(1), 62–82.
Whitebread, D. (with M. Basilio, M. Kuvalja and M. Verma). (2012) The importance of play: A report on the value of children’s play with a series of policy recommendations. Retrieved from http://www.importanceofplay.eu/IMG/pdf/dr_david_whitebread_-_the_importance_of_play.pdf
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 The Author(s)
About this chapter
Cite this chapter
Swist, T., Collin, P. (2019). Playing with Zombie Problems: Exploring the Gender-Digital-Play Assemblage in Online Mental Health Campaigns. In: Parry, D.C., Johnson, C.W., Fullagar, S. (eds) Digital Dilemmas. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-95300-7_7
Download citation
DOI: https://doi.org/10.1007/978-3-319-95300-7_7
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-319-95299-4
Online ISBN: 978-3-319-95300-7
eBook Packages: Social SciencesSocial Sciences (R0)