Digital literacy, esports, and DIY culture: Top-down and bottom-up approaches to twenty-first century competencies in Singapore

In this article, I explore cultural conceptions and practices of digital literacy articulated in three distinct areas of social action in Singapore, a technology-dense nation. Using qualitative content analysis and interviews with 33 esports players, I compare governmental digital literacy initiatives, grassroots esports programming, and individual players’ narratives and DIY practices. I show that governmental initiatives emphasize functional and protectionist competencies such as technical know-how, computational thinking, and risk mitigation, while grassroots esports programs and individual player practices connect players to a broader range of digital-relevant competencies, including technical, informational, productive, creative, problem-solving, critical thinking, collaborative, and communicative knowledge and skills. The findings represent DIY participatory practices and cultures as crucial but underappreciated milieux in which young people develop competencies that are increasingly necessary for networked life in a digital society. I couch my analysis within a discussion of the entanglement of grassroot and DIY practices with dominant culture.

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Publication Details

Journal
DIY Alternative Cultures & Society
Published
2026-03-17
DOI
https://doi.org/10.1177/27538702261432684
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Digital literacy, esports, and DIY culture: Top-down and bottom-up approaches to twenty-first century competencies in Singapore

J. Patrick Williams
DIY Alternative Cultures & Society
Digital Games and Media
article

Digital literacy, esports, and DIY culture: Top-down and bottom-up approaches to twenty-first century competencies in Singapore

J. Patrick Williams
article en

Abstract

In this article, I explore cultural conceptions and practices of digital literacy articulated in three distinct areas of social action in Singapore, a technology-dense nation. Using qualitative content analysis and interviews with 33 esports players, I compare governmental digital literacy initiatives, grassroots esports programming, and individual players’ narratives and DIY practices. I show that governmental initiatives emphasize functional and protectionist competencies such as technical know-how, computational thinking, and risk mitigation, while grassroots esports programs and individual player practices connect players to a broader range of digital-relevant competencies, including technical, informational, productive, creative, problem-solving, critical thinking, collaborative, and communicative knowledge and skills. The findings represent DIY participatory practices and cultures as crucial but underappreciated milieux in which young people develop competencies that are increasingly necessary for networked life in a digital society. I couch my analysis within a discussion of the entanglement of grassroot and DIY practices with dominant culture.

DIY Alternative Cultures & Society
Nanyang Technological University (SG)
Quality Education
Openalex Percentile: Top 23%
Digital Games and Media
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