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The light, the dark, and everything else: making sense of young people's digital gaming

Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 y...

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Detalles Bibliográficos
Autores principales: Meriläinen, Mikko, Ruotsalainen, Maria
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10306168/
https://www.ncbi.nlm.nih.gov/pubmed/37388650
http://dx.doi.org/10.3389/fpsyg.2023.1164992
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author Meriläinen, Mikko
Ruotsalainen, Maria
author_facet Meriläinen, Mikko
Ruotsalainen, Maria
author_sort Meriläinen, Mikko
collection PubMed
description Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false dichotomy, and overlooks young people's agency. Based on our results, we suggest alternative approaches that help reduce and avoid these problems.
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spelling pubmed-103061682023-06-29 The light, the dark, and everything else: making sense of young people's digital gaming Meriläinen, Mikko Ruotsalainen, Maria Front Psychol Psychology Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false dichotomy, and overlooks young people's agency. Based on our results, we suggest alternative approaches that help reduce and avoid these problems. Frontiers Media S.A. 2023-06-12 /pmc/articles/PMC10306168/ /pubmed/37388650 http://dx.doi.org/10.3389/fpsyg.2023.1164992 Text en Copyright © 2023 Meriläinen and Ruotsalainen. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Meriläinen, Mikko
Ruotsalainen, Maria
The light, the dark, and everything else: making sense of young people's digital gaming
title The light, the dark, and everything else: making sense of young people's digital gaming
title_full The light, the dark, and everything else: making sense of young people's digital gaming
title_fullStr The light, the dark, and everything else: making sense of young people's digital gaming
title_full_unstemmed The light, the dark, and everything else: making sense of young people's digital gaming
title_short The light, the dark, and everything else: making sense of young people's digital gaming
title_sort light, the dark, and everything else: making sense of young people's digital gaming
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10306168/
https://www.ncbi.nlm.nih.gov/pubmed/37388650
http://dx.doi.org/10.3389/fpsyg.2023.1164992
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