DIGITAL ONTOLOGIES OF SELF: TWO AFRICAN AMERICAN ADOLESCENTS CO-CONSTRUCT AND NEGOTIATE IDENTITIES THROUGH THE SIMS 2

Written by: Tisha Lewis Ellison

Abstract: This article describes how two African American adolescent male cousins become coconstructors and negotiators of identity while playing The Sims 2, an online life simulation computer game. Utilising literacy as social practices and multimodal practices, this article produces a framework to establish how adolescents use digital tools to construct their identities, and how identity construction and interactions with these tools extend understandings of literacies, multimodality, and self. Data were collected using ethnographic and multimodal discourse methods and guided by questions: How did adolescents use an online computer game to construct their identities? How might these identity constructions and interactions with digital tools extend their understandings of literacies, multimodality, and self? Analyses demonstrated how the adolescents took on student-centered roles as co-constructors of knowledge and meaning that contribute to the ways they need to be researched and studied in this era. This work also challenges educators to acknowledge how students participate with digital tools in communal spaces that shape how their literacy and identities are constructed, and it adds to the limited representation and investigation of African American family meaning-making and identity via digital tools.

Keywords: family literacy, digital literacies, multimodalities, adolescent literacy, digital media, identities