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Sökning: hsvkat:504 mat:dok (lärosäte:(gu) OR lärosäte:(du) OR lärosäte:(kau) OR lärosäte:(lnu) OR lärosäte:(ltu) OR lärosäte:(lu) OR lärosäte:(miun) OR lärosäte:(mdh) OR lärosäte:(su) OR lärosäte:(umu) OR lärosäte:(uu) OR lärosäte:(oru)) > (2010-2014) > (2012) > Naturvetenskap > Hanging out in the ...

Hanging out in the game café : Contextualising co-located computer game play practices and experiences

Jonsson, Fatima, 1972- (författare)
Stockholms universitet,Institutionen för data- och systemvetenskap,Stockholms universitet, Institutionen för data- och systemvetenskap
Verhagen, Harko, Docent (preses)
Stockholms universitet,Institutionen för data- och systemvetenskap,Stockholms universitet, Institutionen för data- och systemvetenskap
Ramberg, Robert, Professor (preses)
Stockholms universitet,Institutionen för data- och systemvetenskap,Stockholms universitet, Institutionen för data- och systemvetenskap
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Ziemke, Tom, Professor (opponent)
Högskolan i Skövde, Institutionen för kommunikation och information
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 (creator_code:org_t)
ISBN 9789174475111
Stockholm : Department of Computer and Systems Sciences, Stockholm University, 2012
Engelska 71 s.
Serie: Report Series / Department of Computer & Systems Sciences, 1101-8526 ; 12-007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)
Abstract Ämnesord
Stäng  
  • What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public settings such as game cafés and LAN parties. The overall aim with the dissertation is to describe and investigate the social and cultural meanings and contexts of playing computer games in a game café. The research questions have been investigated in four empirical studies.The dissertation shows that people are involved in various social practices and activities aimed at supporting and maintaining social relationships among friends and peers. The game café can be seen as a third place, as it used by players for recreation and an escape from the pressure of home and school, a place which feels like home, is familiar and welcoming. However the game café is a limited third place used by young men who likes to play online and network games. The dissertation also shows how the social environment provides for specific sensory experiences. These sensory experiences involve sitting together side by side slapping each other’s shoulders and legs, eating candies and drinking sodas, listening to music. The representations of co-located game playing in public reproduce traditional gender roles where professional gamers are represented by men and causal gamers are represented by women (and men) as well as construct youth as party lovers. The study also suggests that parents’ attitudes towards their children playing games in public draw on traditional values and ideas about children’s play and social relationships.

Ämnesord

NATURVETENSKAP  -- Data- och informationsvetenskap (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences (hsv//eng)
SAMHÄLLSVETENSKAP  -- Sociologi (hsv//swe)
SOCIAL SCIENCES  -- Sociology (hsv//eng)

Nyckelord

co-located game play
Game café
LAN party
game play experiences
public settings
senses
Man-Machine-Interaction (MMI)
människa-maskin-interaktion (MMI)

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