I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage
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 t...
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Högskolan i Halmstad, Medie- och kommunikationsvetenskap
2011
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ndltd-UPSALLA1-oai-DiVA.org-hh-150142013-01-08T13:30:01ZI, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usageengHedin, EllenHögskolan i Halmstad, Medie- och kommunikationsvetenskap2011Computercomputer gameusageonline culturecommunicationgamingplaydotagamerpopular culturereceptionyoung adultsnew mediummodern technologyevery-day-life.Media and communication studiesMedie- och kommunikationsvetenskapAuthor: 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. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15014application/pdfinfo:eu-repo/semantics/openAccess |
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Computer computer game usage online culture communication gaming play dota gamer popular culture reception young adults new medium modern technology every-day-life. Media and communication studies Medie- och kommunikationsvetenskap |
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Computer computer game usage online culture communication gaming play dota gamer popular culture reception young adults new medium modern technology every-day-life. Media and communication studies Medie- och kommunikationsvetenskap Hedin, Ellen I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage |
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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. |
author |
Hedin, Ellen |
author_facet |
Hedin, Ellen |
author_sort |
Hedin, Ellen |
title |
I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage |
title_short |
I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage |
title_full |
I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage |
title_fullStr |
I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage |
title_full_unstemmed |
I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage |
title_sort |
i, gamer : a qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage |
publisher |
Högskolan i Halmstad, Medie- och kommunikationsvetenskap |
publishDate |
2011 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15014 |
work_keys_str_mv |
AT hedinellen igameraqualitativestudyoftheinstitutionalizingcultivatingandsociallyconstructingprocessesofcomputergameusage |
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