Dr Lois Peach, research fellow at University of Wollongong, visited CenSoF in September and held a workshop on digital play. Here she explores the debates around technology and children’s lives.

Children’s digital play is a complex topic requiring care. Recent discussions surrounding Australia’s social media age restrictions, for instance, have highlighted how decisions made by adults regarding children’s technology use – be it parents or politicians – can spark critical resistance as well as hope for alternative futures, including from children themselves.
Beneath these debates, however, is the all too familiar tendency to pit generations against one another in public discourse. It matters what children think and what they value.
Yet rather than reinforce difference between children and adults, now is a crucial time to consider what might be possible if we thought about children’s digital play across ages.
How much is too much?
Questions about whether, how, or how much digital technologies should be threaded through children’s play, learning and social relationships proliferate.
As any parent, educator, academic, or professional involved in children’s lives will know, discussion surrounding digital technology use requires carefully navigating paths through policy guidance, decision-making, and debate.
Research has shown that whilst parents implement screentime rules, they also employ flexibility, negotiating the situated rhythms of family life.

Similarly, a report launched earlier this year by the Raising the Nation Play Commission in England showed that children themselves understand opportunities and risks associated with digital technologies, particularly in relation to their right to play and participate in digital society.
A challenge for reconsidering children’s digital technology use in these nuanced ways, however, is we tend to think in binaries (e.g., digital/non-digital, real/virtual, good/bad, indoors/outdoors, home/school).
These binaries lead to assumptions about what should be valued in children’s lives (e.g., natural or digital play), who is valued (e.g., child or adult), and how (e.g., rights or protections).
Possibilities for learning and connection with digital technologies
I’m interested in how digital technologies can play a part in reconfiguring these binaries, and specifically, relations between children and adults.

In the research I’m involved in at the Children’s Technology Play Space (a living lab for the Australian Research Council’s Centre of Excellence for the Digital Child), the aim is to explore the transformative potential of digital technologies with children and the adults in their lives – parents, grandparents, carers, educators.
Through regular research activities, young children and adults engage in playful, pedagogic encounters with technologies, together.
Situated alongside the Early Start Discovery Space, a children’s museum at the University of Wollongong, the Children’s Technology Play Space is thoughtfully designed research space that aims to provide experiences which weave digital and non-digital aspects of play together and encourage inquiry, imagination, storytelling and social connection between children and adults.
Building upon research that demonstrates digital technologies can support children’s digital literacies in diverse ways, this dual research-translation space facilitates regular digital playgroups for families from the local community, providing a variety of activities that may be replicated or adapted at home or educational contexts.
The hope is to advance research exploring the possibilities digital technologies might afford for children’s learning and to support healthy, connected lives. At the heart of this space is a desire to explore children’s digital lives with children and their adults.
CenSoF workshop
Taking inspiration from the Children’s Technology Play Space, at a recent CenSoF workshop I asked academics to (re)imagine a space of digital play. The conversation and speculative making that ensued disrupted normative assumptions about both digital technology and who/what can be playful.

The CenSoF workshop brought together academics from across disciplines interested in how digital technologies are shaping children’s lives. We started by sharing memories and meanings of digital play before creatively cutting, ripping and reconfiguring cardboard boxes and magazine images to design a place of digital play.
What I noticed from the sharing of memories and collective making with boxes, magazines, and ideas about children’s pasts-presents-futures, was that it did not matter who the space nor play was ‘for’.
This environment was not designed exclusively for children. Instead, encouraging all to participate, a sign simply read ‘PLAY’. This acknowledgement of, and disruption to, the ways age matters reinforced our relationality as differently-aged humans whose lives are interwoven with technologies in diverse, joyful, un/equal and sometimes unseen ways. What emerged was a post-age place of play.
Playfulness across boundaries
Playfulness was also not exclusive to human bodies, nor lived ages. Like the plastic packaging that became synthetic ‘living lungs’ within watery worlds, our thinking together stretched boundaries between bodies and technologies.
Differences between the embodied experiences of each of the designed spaces – for instance between the mushroom room providing spongy slides, a space of slowness, and an immersive disco of lights, sound, and texture – were articulated in ways that showed their connection with each other. This also enabled us to notice and articulate how digital childhoods, continually and contingently implicated by social, political, economic and generational (in)justices, are different yet relationally connected. The reimagined space forged (in)visible lines of (dis)connectivity across people, spaces, times, and technologies.
Interestingly, our shared storytelling and speculative making reconfigured the ways digital technologies were, are, and might be part of childhoods – where childhoods are understood as still emerging with, not separate from, our (adult) digitally mediated and datafied bodies.
The workshop also highlighted how understandings about children’s lives and technology’s place in them carry capacities to become malleable, shifting across people, ages, generations, and times. There were no edges in play – digital/ nondigital, then/now, good/bad, adult/child – only differences holding together, connecting (in this case with lots of sticky tape!).
By thinking about children’s digital play across ages, possibilities emerge from relationships between differently-aged bodies, spaces and times. Rather than reinforcing separations, this opens up opportunities for asking broader questions about who and what is valued, about difference and (dis)connection, and – importantly – about how age can be made to matter differently.





Researching the ‘sociodigital’ is tricky! What methods can we deploy to explore how, where and when the social and the digital become so interwoven that they can no longer be fully disentangled? Taking this question seriously challenges the ontological, epistemological and ethical assumptions that underlie business as usual for research methods.
Across and within the papers, a strong theme emerged about the importance of a pluralist methodology. That is, developing and mobilising different methods in conjunction – at the same time – to grasp the complexity of sociodigital phenomena.
The training session was an exemplary illustration of the approach that becomes possible at the inter (intra?!) section of disciplines; and just how essential this is for sociodigital futures research.
We began our time together not with slides or speech, but with somatic attunement. A Qi Gong sequence opened the body to relation, rhythm and breath. This was not a warm-up but a commitment: to be in inquiry with the body, not despite it.
To move like a zombie is to move through thresholds. Through syncopated time, spectral labour, and recursive presence. The zombie resists the linearity of technological progress narratives. It doesn’t march; it lurches, flickers, breaks rhythm.








