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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...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2023
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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. |
format | Online Article Text |
id | pubmed-10306168 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
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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