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

  Extended search

Träfflista för sökning "AMNE:(HUMANIORA Annan humaniora Etnologi) ;pers:(Enevold Jessica)"

Search: AMNE:(HUMANIORA Annan humaniora Etnologi) > Enevold Jessica

  • Result 1-10 of 30
Sort/group result
   
EnumerationReferenceCoverFind
1.
  •  
2.
  •  
3.
  • Enevold, Jessica (author)
  • Mama Ludens Goes All-In : Gaming Mothers' Fun Lead the Ludic Revolution
  • 2009
  • In: ; , s. 1-20
  • Conference paper (peer-reviewed)abstract
    • This paper investigates gaming mothers' playing practices, trying to identify their ideas of fun and playfulness. It is a work in progress, the third in a series of empirical studies performed within the framework of the project "Gaming Moms: Juggling Time, Play and Family Life" (Enevold & Hagström, Lund University) undertaken with the aim to revise the usual constructions of gamer identities and examine the contested status of gaming in everyday life. The first paper produced in this project was a critical survey of representations of mothers in popular cultural gaming discourses (Enevold & Hagström 2008) that showed a rather conservative picture of "Mom" in relation to gaming. The dominant image of the mother in this public discourse is far from general notions of fun—she is the police who controls or condemns the playing of others. The second effort (Enevold, Hagström & Aarseth 2008) was a pilot study presenting findings from a small number of interviews with gaming mothers that showed that their gameplay to a great extent involved gendered ideas of work and family roles, particularly time and place constraints. The emphasis lay very much on playing for the sake of relaxation while waiting for something else—for the pasta to cook, for the kids to come home, or in between dinner and putting the kids to bed. Going back to some of the interviews and including a number of new ones, this paper deals with that which was not explicitly or extensively discussed in those interviews, namely what these women think of fun and play. This is related to four themes of gendered sociality, representational exclusion and accessibility in terms of game content and time constraints of gaming - which is understood as a motor of fun – as represented in research, media and web material concerning mothers, fun and videogames. Based on all this material, I conclude that fun in most instances still means relaxation, having time to yourself, being mentally stimulated by a puzzle or a good story. I thus advocate ludic fun for all – do away with the gendered division of labor, play and gamer identity; redefine the concept of gamer once and for all; let gaming become mass culture and allow mothers all over the world to relax "playing for keeps"; bring on the ludic revolution!
  •  
4.
  •  
5.
  • Enevold, Jessica, et al. (author)
  • Datorspel som pedagogisk resurs
  • 2012
  • In: Ett trollspö på katedern : att arbeta med Fantasy i skolan - att arbeta med Fantasy i skolan. - 9789170187377
  • Book chapter (pop. science, debate, etc.)abstract
    • Fantasy är en tvärmedial genre. Det innebär att det som är typiskt för fantasy-genren och dess ”outworldliness” (Mackay 2001), det vill säga karaktärer med magiska krafter, talande djur, andar och älvor, geografiskt hisnande sagovärldar inspirerade av historiska och litterära myter och legender – inte bara återfinns i böcker utan även i film, brädspel, LAJV/LARP (rollspel med kostymer där du själv spelar en karaktär) konst och datorspel. I denna bok om fantasy som alternativt material i utbildning, handlar mitt bidrag om just datorspelens möjlighet att utgöra pedagogisk resurs. Jag utgår från flera discipliners perspektiv på datorspel som har det gemensamt att de ingår i en växande spelforskningstradition som vanligtvis betecknas på engelska, Game Studies, men som även ingår i den större kategorin Games Research, dvs spelforskning. I vad som följer redogör jag kortfattat för hur spel förstås inom denna tradition med ett flertal exempel från pågående forskning, och ger ett antal råd om vad en lärare som vill använda sig av datorspel som pedagogisk resurs bör och kan ha i åtanke och några lästips och analysexempel från forskningen som förhoppningsvis kan tjäna som inspiration för att arbeta med datorspel i skolan.
  •  
6.
  • Enevold, Jessica, et al. (author)
  • Datorspel som vardagslek : en kultur i utveckling
  • 2014
  • In: Lekar och spel : Nordiska museets och Skansens årsbok 2014 - Nordiska museets och Skansens årsbok 2014. - 0348-971X. - 9789171085726 ; 2014, s. 51-55
  • Book chapter (pop. science, debate, etc.)
  •  
7.
  • Enevold, Jessica, et al. (author)
  • Problem Gaming in an everyday perspective (Research Panel)
  • 2015
  • In: Proceedings of DiGRA 2015: Diversity of Play: Games-Cultures- Identities.
  • Conference paper (peer-reviewed)abstract
    • In this panel we take a critical look at problem gaming. We question existing approaches that tend to draw on concepts from clinical psychology and we introduce everyday life and the general wellbeing of youth as an alternative perspective.
  •  
8.
  •  
9.
  •  
10.
  • What's the Problem in Problem Gaming
  • 2018
  • Editorial collection (peer-reviewed)abstract
    • The concept of video- or computergame addiction has entered the popular vocabulary as a common way of talking about the conflicts and troubles emerging in relation to video gameplay in the socio-cultural contexts of everyday life. Whether they appear in newspaper articles announcing the advent of a new grave diagnosis, or in the arguments between teenagers and their adults with regard to the proper way of spending their time the concept of video game addiction has become a common signifier for the various types of crises and disagreements that may arise within and around the playing of video games. Actually, the concept of ‘video- or computergame addiction’ has outranked ‘video game violence’ as the key trigger of media panics surrounding the new medium. Whereas the 1990’s and 2000’s offered a plethora of studies and academic debates on the possible effects of video game violence on ‘the affect, cognition and behaviour’ of the gamers (Carnagey and Anderson 2005), the focus of (research) concerns more recently have turned away from the content of video games and toward the time spent playing. This research interest builds on the idea that an excessive amount of gameplay can be a sign of ‘addiction’ in a manner similar to the way the pathological gambler is addicted to gambling and the heroine addict is addicted to heroine. The approach has largely been upheld by psychology and neurophysiology as the primary disciplinary frameworks dealing with the issue. Accordingly, the alleged ‘pathology’ has been formulated in extension of existing concepts and definitions such as gambling and behavioural disorders within psychology (Chumbley and Griffiths 2006; Griffiths, Davies, and Chappell 2004; Grüsser, Thalemann, and Griffiths 2006) and the release of dopamine within neurophysiology (Koepp et al. 1998). In this way, the majority of research on video game addiction has emerged from applying concepts and definitions of addiction from existing disciplines to the field of video games. In this anthology we would like change the research agenda away from ’videogame addiction’ as a psychological pathology ascribed to the individual toward a situated understanding of ’problem gaming’ as something that takes place between people in the socio-cultural contexts of everyday life. That is, we would like to translate the concept of ‘video game addiction’ into the concept of ‘problem gaming’ in the process questioning the general assumption that problems relating to excessive gaming necessarily be approached as addiction problems.
  •  
Skapa referenser, mejla, bekava och länka
  • Result 1-10 of 30

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 Close

Copy and save the link in order to return to this view