Relational Bleeding, Bending, and Diffraction: Brazilian Transnational Children's Transgressive Digital Play on Roblox

ABSTRACT This article draws from a one‐year connective ethnographic study that examined Brazilian transnational children's composing practices on a digital gaming platform named Roblox. Building upon research on digital childhoods, transnational childhoods, and play, the authors thought with concepts of relational bleeding, bending, and diffraction to understand how participating children and parents constructed narratives and (re)configured relationships during gameplay. The findings highlight how Roblox was a space where children simultaneously reified and reorganised the relational and spatial conditions of their out‐of‐game lives. Thus, the authors emphasise a need for scholars to examine how children generate spaces for the maintenance of kinship ties, belonging‐making, and peer affinity in digital spaces despite the ideological and game‐based constraints therein.

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Publication Details

Journal
Children & Society
Published
2025-04-09
DOI
https://doi.org/10.1111/chso.12967
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20
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article

Relational Bleeding, Bending, and Diffraction: Brazilian Transnational Children's Transgressive Digital Play on Roblox

Alex Corbitt, Mariana Lima Becker
1 citations
Children & Society
Digital Games and Media
4.20
article

Relational Bleeding, Bending, and Diffraction: Brazilian Transnational Children's Transgressive Digital Play on Roblox

Alex Corbitt, Mariana Lima Becker
article en
1 citations

Abstract

ABSTRACT This article draws from a one‐year connective ethnographic study that examined Brazilian transnational children's composing practices on a digital gaming platform named Roblox. Building upon research on digital childhoods, transnational childhoods, and play, the authors thought with concepts of relational bleeding, bending, and diffraction to understand how participating children and parents constructed narratives and (re)configured relationships during gameplay. The findings highlight how Roblox was a space where children simultaneously reified and reorganised the relational and spatial conditions of their out‐of‐game lives. Thus, the authors emphasise a need for scholars to examine how children generate spaces for the maintenance of kinship ties, belonging‐making, and peer affinity in digital spaces despite the ideological and game‐based constraints therein.

Children & SocietyVol. 40(2)
University of Georgia (US), SUNY Cortland (US), University of Atlanta (US)
Reduced inequalities
Openalex Percentile: Top 9%
Digital Games and Media
4.20
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Relational Bleeding, Bending, and Diffraction: Brazilian Transnational Children's Transgressive Digital Play on Roblox — Alex Corbitt, Mariana Lima Becker · Children & Society (2025) | TGRS Research Map | TGRS