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.