SwePub
Tyck till om SwePub Sök här!
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Jonsson Lina) ;lar1:(sh)"

Sökning: WFRF:(Jonsson Lina) > Södertörns högskola

  • Resultat 1-2 av 2
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Eklund, Lina, 1982-, et al. (författare)
  • Beyond a dichotomous understanding of online anonymity : bridging the macro and micro level
  • 2022
  • Ingår i: Sociological Research Online. - : Sage Publications. - 1360-7804. ; 27:2, s. 486-503
  • Tidskriftsartikel (refereegranskat)abstract
    • Anonymity on the Internet is a contentious issue; by some seen as an important freedom to be protected, while others argue for increased identification to protect groups at risk of exploitation. The debate reflects a dichotomous view of online anonymity; you are, or you are not anonymous. However, anonymity is a complex process played out on different levels and defined by various actors. While empirical studies show this, theoretical synthesis is lacking. This essay provides perspective on anonymity online by comparing two critical cases, online auctions and online gaming, we corroborate results from a 4-year interdisciplinary project with researchers from sociology, economics, and computer and system sciences. We argue that one should talk about anonymities in plural form, as online anonymity is not a state but a relational process. We put forth a conceptual model, which unpacks online anonymity as interdependent macro structures – legal, commercial, and technological – and micro/meso facets – factual, social group, and physical – to be used in future research.
  •  
2.
  • Eklund, Lina, et al. (författare)
  • Time to play : the rationalization of leisure time
  • 2012
  • Ingår i: Proceedings of the 2012 iConference. - New York : Association for Computing Machinery (ACM). - 9781450307826 ; , s. 145-151
  • Konferensbidrag (refereegranskat)abstract
    • This study explores how rationalization logic and rationalization processes influence digital gaming by looking at how players value and manage the time they spend on games. The study is framed in a discussion of leisure time, critical theories of computation and rationalization theory. Qualitative interview data is used in an inductive and phenomenology inspired approach. The results show two frames of understanding of gaming. First, games are perceived as media products and playing as a waste of time. Secondly, digital gaming is a hobby, a social activity highly valued within the framework of a rational time economy. We conclude that even though we are seeing a rationalization of leisure time in gaming, that rationalization process must be understood in the context of individualization within the new network society. This means that players are involved in a 'rational individualization' process where their management of leisure time and gaming activities are part of an ongoing identity project.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-2 av 2

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy