The purpose of this study is to describe and analyse the process of construction and
validation of a questionnaire as a tool to collect data that enable the identification of the role of digital environments in the process of construction of gender identities in
adolescence in different sociocultural contexts (EDIGA project:
http://stellae.usc.es/ediga).(1)
This work results from the observation of a complex connexion between digital
technologies, gender and identity (Toft-Nielsen, 2016) that poses new educational
challenges. Based on the interpretation of digital environments as discursive machines in which gender power technologies operate (De Lauretis, 1989), a twofold game or controversy is unveiled (Latour, 2008): on the one hand, hegemonic relationships, subjectivities and manifestations of the self are perpetuated, and on the other hand, practices as opportunities of social change and transformation emerge. This controversy permeates the relationship of women and dissident identities with digital technologies and their presence in the world, appealing to the 2030 Agenda goals (UN, 2020) and the European Commission’s priorities for 2020-2024 (European Commission, 2020).
In this context, there is a pressing need for a political and educational intervention, for
which it is vital to know and understand, in relation to the practices (Reckwitz, 2002;
Shatzki et al., 2001) and power technologies (De Lauretis, 1989; Foucault, 1980) that
help to form teenagers’ gender identities in this time in history, what they are like and
how they take place. Along this line, a questionnaire was designed, addressed at
students aged 14 to 17 years, which intended to identify behaviour patterns,
manifestations of identity and sociocultural gender practices in digital environments, as well as the influence of the social and family, cultural and economic context.
The development of this tool was based on the paradigm of practice (Bourdieu, 1991;Reckwitz, 2002; Shatzki et al., 2001). Practices are conceived of as matrixes of human activity that are embodied, mediated, materially organised, routine, shared and
historically shaped. They consist of knowledge, meaning, power, language or social
institutions, among other aspects (Shatzki et al., 2001), which can only be explained if
they are related to the social conditions in which they were constituted and the habitus
that engendered them (Bourdieu, 1991). Based on the work of Reckwitz (2002), Shatzki et al. (2001) and Bourdieu (1991), the dimensions of the questionnaire were shaped: (I)
materialities (artefact and digital environment), (II) meanings (socially situated practical sense and motivation of the subject), (III) knowledge (technical, theoretical and contextual), and (IV) conditions of production (backstage, training, time, space and history). These were analysed as part of the most common activities in digital
environments: setting up a profile, taking selfies, recording videos, and creating and
forwarding memes.
For developing the items, the following were adopted as central theoretical themes:
(I) subjectivity as put forward by authors such as Foucault (1980) and Deleuze and
Guattari (1980); (II) practices in digital environments (Ferreira & Sibilia, 2020), and
(III) gender (Butler, 2004; De Lauretis, 1989), with an intersectional (Crenshaw, 1989)
and decolonial (Connell & Pearse, 2018) approach. The research points to the
sociocultural capital or race as constituent elements of identity and exposure to gender gaps (Silva Quiroz & Lázaro-Cantabrana, 2020
[1] Proyecto financiado por el Ministerio de Ciencia e Innovación de España (ref.: PID2019-108221RB-I00).