I, Gamer: A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage
2011 (engelsk)Independent thesis Advanced level (degree of Master (One Year)), 15 poäng / 22,5 hp
Oppgave
Abstract [en]
Author:
Ellen Hedin
Tutor:
Ingegerd Rydin
Title:
Computer Games as Culture – A qualitative study of the institutionalizing, cultivating, and socially constructing elements of computer game usage
Subject:
Media and Communication Studies
Year:
2009
Purpose:
The purpose of the study is to explore the creation of identities related to the interaction mediated through the use of computer games. By perceiving computer game playing as a form of social interaction, searching for the relations between actors and their function, I hope to find that the social features of computer game playing can nurture a self-confident, healthy identity as well as enchancing the players’ quality of life.
Method:
The methods used are interview, narrative interview and observation.
Conclusions:
The study concludes that there is a visible culture surrounding computer games that enrich the players’ quality of life as well as enriching their personas through institutionalizing, cultivating and socializing processes.
Keywords:
Computer, computer game, usage, online culture, communication, gaming, play, dota, gamer, popular culture, reception, young adults, new medium, modern technology, every-day-life.
sted, utgiver, år, opplag, sider
2011. , s. 132
Emneord [en]
Computer, computer game, usage, online culture, communication, gaming, play, dota, gamer, popular culture, reception, young adults, new medium, modern technology, every-day-life.
HSV kategori
Identifikatorer
URN: urn:nbn:se:hh:diva-15014OAI: oai:DiVA.org:hh-15014DiVA, id: diva2:410765
Presentation
(engelsk)
Uppsök
Social and Behavioural Science, Law
Veileder
Examiner
2011-04-202011-04-142011-04-20bibliografisk kontrollert