ABSTRACT

Digital games and gaming are in various ways parts of young people's everyday lives. While the consumption of digital games as cultural and historical objects has been discussed, young people's cultural production tends to receive little attention from cultural heritage institutions. In cases where their production gets attention, descriptive metadata regarding what, why and how these ‘objects’ came into being are often deficient. Hence, the absence of young people's voices in cultural heritage institutions is striking. This chapter presents an overview over studies of young people's participation in game activities and illustrates how narrative analysis of small stories may generate knowledge about young people as cultural producers at the intersection between making pictures and digital games. The potential of a narrative approach is illustrated through an analysis of an interview with a girl who talks about her creation of digital pictures and the game Minecraft. The chapter argues that young people's production of fanart is related to an epistemic field that needs to be attended to in order to understand the drawings and the processes of creating them. To understand young people's cultural heritage, we need to include stories about their work processes in institutions like archives and museums.