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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Main Author: Hedin, Ellen
Format: Others
Language:English
Published: Högskolan i Halmstad, Medie- och kommunikationsvetenskap 2011
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15014
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spelling 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
collection NDLTD
language English
format Others
sources NDLTD
topic 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
spellingShingle 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
description 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
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