Prisoner Games Children Play

2019

Closed access Metadata (CSL-JSON)
DOI 10.1080/10758216.2019.1586551
Data confidence 70 medium
How this score is calculated

It is built from checkable properties of the record itself: whether the article has a DOI, how many independent sources confirmed its data, whether the required fields are filled in, and how recent the latest confirmation is. Disagreement between sources and a missing identifier lower it. A value of 80 or above means the record was published without further checking; 60 to 79 means it is published at reduced confidence, with a manual check advisable. A record verified by an editor by hand is never pushed below 90 by a recalculation. This scores our data about the article, not the article itself.

Abstract

This paper argues that pre-adolescent peer-group socialization in Georgia still refers to criminal subculture known as the thieves’ world. Through ethnographic observation of children playing games borrowed from the prison context, the paper asks what function these games now have. The paper argues that children no longer see the subcultural capital of the thieves’ world as a viable currency to gain status, or the games as modeling important functions for adult life. Instead, the paper finds that now, perhaps due to government policies, game players approach the subculture ironically as a way of developing belonging and demonstrating broader socio-cultural knowledge.