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1.
  • Enevold, Jessica, et al. (författare)
  • Introduction to Game Love
  • 2015
  • Ingår i: Game Love : Essays on Play and Affection - Essays on Play and Affection. - 9780786496938 - 9781476618784 ; , s. 1-10
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • This is the introduction to the anthology Game Love:Essays on Play and Affection. The first 10 pages were written by Jessica Enevold and the ensuing chapter presentations by Esther MacCallum-Stewart. The whole book was edited together by Enevold & MacCallum-Stewart based on an idea by Jessica Enevold. The Introduction explains the background of the anthology, including an introduction to the ontological model for analyzing game love in games, first drawn up by Jessica Enevold in 2008. It places the book within a context of computer games research, digital culture and HCI-research, making clear some of the connections and selections between previous research of games and emotions and affect and the human component, the player and other roles, of playing games.
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2.
  • Enevold Duncan, Jessica (författare)
  • How Can I help? : A less-is-more-approach to responsible, supportive and sustainable, doctoral supervision
  • 2024
  • Ingår i: Högre utbildning. - 2000-7558. ; 14:1, s. 16-28
  • Tidskriftsartikel (refereegranskat)abstract
    • The significance of writing for PhD students, particularly at faculties of Humanities, cannot be overemphasized; the written manuscript is the final product to be publicly discussed by external examiners. This article takes as its starting point a “quick & dirty” study of a student-initiated writing group at a humanities department (HD) and the assumption that thesis supervisors nowadays need to take more responsibility for doctoral students’ writing because of existing demands on PhD-students to publish or perish and finish on time (Brodin, 2020). It asks the question how, in times of stress and demands on productivity, increased responsibility may be practiced sustainably in terms of work-load and still benefit students’ development and goals. In other words: How can I, as supervisor, help? What support is needed and how much?The article has as its starting point the experiences and perspectives of the doctoral students and what they think supervisors could do to support. Their answers indicate the significance of minimal intervention and the article discusses the implications and potentials of this: perhaps less is more? Is it enough for supervisors to hold the beacon of vision and purpose in the background? If so, when, and how can this be understood? This article suggests that a less-is-more approach may be implemented as significant non-invasive responsibility and supervisory support, given that there is intentional, collective, mutual awareness and communication among students and supervisor colleagues. The less-is-more approach, as contextualized in this article, is advocated as a sustainable practice, promoting not only self-sufficient successful doctoral students, but a long and healthy work-life and continued careers for students and university teachers alike.
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  • Enevold Duncan, Jessica, et al. (författare)
  • Spara, laga, bo. Husdrömmar i mäklarreklam från 1960-, 70- och 80-talet
  • 2024
  • Ingår i: Nuets närhet, det förflutnas samtid. ; 12
  • Bokkapitel (refereegranskat)abstract
    • I denna artikel ställer jag frågor till arkivmaterial ur vardagstrycket: ett antal mäklarbroschyrer och reklamutskick analyseras med fokus på husdrömmar. Vilka husdrömmar gestaltas? Vem antas bo här, hur, var och varför? Vem är husdrömmaren, vilken värld, tid, människa och bostadskultur framträder i materialet? Jag jämför material från 1970- och 1980-tal med slutsatser jag dragit i min forskning om annonser på bostadsportalen Hemnet.se under 2010-2020-talet, samt i mina analyser av bostadsfokuserade livsstilsprogram som jag med ett samlingsnamn kallar "Fastighets-TV" och renoveringsfokuserade sociala mediekonton.
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  • Enevold, Jessica, et al. (författare)
  • Coming out of the Gaming Closet : Engaged Cultural Analysis and the Life-Line as Interview Method and Consciousness-Raiser
  • 2017
  • Ingår i: Cultural Analysis. - 1537-7873. ; 16:2, s. 20-44
  • Tidskriftsartikel (refereegranskat)abstract
    • This article accounts for and problematizes the process and development with the research tool and method, “the Life-Line”, which we used in our project Gaming Moms. Juggling Time, Play and Everyday Life (Enevold & Hagström 2008a) to involve our informants in the production, outcome and consumption of research beyond merely being respondents to interview-questions. We propose to call the collaborative ethnography which resulted from this work “engaged cultural analysis”. The Life-Line was one out of several methods employed in the study, conducted between 2008 and 2012. It combined Feminist Cultural Analysis with Scandinavian Ethnology and Game Studies to study how gaming restructured human lives and roles, and how roles and lives were restructured according to gaming, in everyday family life. We show here, how we used the Life-Line to reconstruct the “gaming lives” of a selection of informants, to illustrate the interweaving of gaming mothers’ everyday work, play, and family life. We focused on the everyday digital playing practices of adult female gamers, because digital gaming is traditionally a highly-gendered leisure practice, dominated by male-identified gamers. By studying non-traditional gamers, “gaming moms”, the project aimed to nuance the common stereotype of the young male gamer in his bedroom and the stereotyped (non-gaming, often policing) mother, and take a measure of gender equality as regards play, work and time, in everyday life. This article, however, focuses on one of the methods used – the Life-Line. While we discuss the difficulties encountered and the remedial modifications made to our method, we also explain how this process was integral to the female players, who came out of the gaming closet to collaborate with us, realizing that they too are gamers. This newfound awareness was a significant goal of the project, and essential for the research to be engaged, an engaged cultural analysis; it enabled us to participate in creating a more equal game-cultural landscape accessible to players of all ages and genders.
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  • Enevold, Jessica, et al. (författare)
  • Datorspel som pedagogisk resurs
  • 2012
  • Ingår i: Ett trollspö på katedern : att arbeta med Fantasy i skolan - att arbeta med Fantasy i skolan. - 9789170187377
  • Bokkapitel (populärvet., debatt m.m.)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.
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  • Enevold, Jessica, et al. (författare)
  • Datorspel som vardagslek : en kultur i utveckling
  • 2014
  • Ingår i: Lekar och spel : Nordiska museets och Skansens årsbok 2014 - Nordiska museets och Skansens årsbok 2014. - 0348-971X. - 9789171085726 ; 2014, s. 51-55
  • Bokkapitel (populärvet., debatt m.m.)
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  • Enevold, Jessica, et al. (författare)
  • Datorspelandets Materialitet: om organisering och reglering av skärmtid och skärmrum
  • 2010
  • Konferensbidrag (refereegranskat)abstract
    • Bakgrund Allt fler människor ägnar allt mer tid och pengar åt tv- och datorspel. Att spela, vare sig det handlar om att raida i World of Warcraft, bowla tillsammans med svärföräldrarna i Wii Sports eller att köra en snabb omgång Bejeweled under en kaffepaus på jobbet, har blivit en del av det dagliga livet för miljontals människor oavsett ålder, kön och bakgrund. Spel och vardagsliv kombineras på nya sätt vilket leder till nya kommunikationsmönster, nya former för umgänge och nya beteenden. Men förutsättningarna att spela är olika för olika personer. Vilka möjligheter man har att spela var, när och hur länge är beroende av livssituationen. I centrum för det treåriga projektet Gaming Moms står en grupp spelare som inte tidigare uppmärksammats: mödrar. Dessa framställs vanligen som ickespelare som antingen förfasar sig över övriga familjemedlemmars spelande eller som stöttande föräldrar som skjutsar till LAN-partyn och möjligen serverar pizza vid datorn (Enevold & Hagström 2008). Projektet kombinerar etnologi, game studies och cultural studies (Enevold & Hagström 2009). Syftet är att kartlägga hur mödrar skapar utrymme för sitt spelande, vilka konflikter som uppstår och vilka förhandlingsstrategier som tillämpas. Vilken roll spelar tidsåtgång och syn på tid, såväl egen som andras, för hur spelandet organiseras? Genom intervjuer, enkäter, deltagande observationer och diskursanalyser undersöks vad spelandet får för konsekvenser, för den spelande mamman, för vardagslivets organisering och för familjerelationerna och hur detta representeras. Vårt fokus i workshopen I workshopen vill vi med utgångspunkt i det materiella i datorspelandet - skärm, konsol, dator etc – belysa hur familjer strukturerar och organiserar hemmet estetiskt och praktiskt och därmed samtidigt mer eller mindre medvetet inför reglering av speltid och spelrum. Med utgångspunkt i intervjuer och fotografier av informanternas spelplatser problematiserar vi koreograferingen av datorspelandets materialitet.
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  • Enevold, Jessica (författare)
  • Digital Materialities and Family Practices. The gendered, practical, aesthetical and technological domestication of play
  • 2014
  • Ingår i: Transactions of the Digital Games Research Association - ToDigra. - 2328-9422. ; 1:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Digital gameplay is now firmly embedded in everyday practices in many Scandinavian homes. This paper deals with the constitution of such practices in families by taking a closer look at the material objects essential to play and their role in the “design of everyday life” (Shove et al 2007). It uses ethnographic method and anthropological practice theory to attend to the domestic spaces of leisure and play, the home environments, in which the large part of today’s practices of playing digital games takes place. It focuses on the stagings of material, not virtual, artifacts of gaming: screens, consoles, hand-held-devices essential to play and their locations and movements around the home. It demonstrates how everyday practices, seemingly mundane scenographies and choreographies, practically, aesthetically and technologically determined, order everyday space-time and artifacts, domesticate play and condition performances of family, gender and gaming. In the process, a history of the domestication of play unfolds
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  • Enevold, Jessica (författare)
  • Domesticating Play, Designing Everyday Life: The Practice and Performance of Family, Gender and Gaming
  • 2012
  • Ingår i: DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference. - 2342-9666. ; 10
  • Konferensbidrag (refereegranskat)abstract
    • Playing digital games is now a common everyday practice in many homes. This paper deals with the constitution of such practices by taking a closer look at the material objects essential to play and their role in the “design of everyday life” (Shove et al 2007). It uses ethnographic method and anthropological practice theory to attend to the domestic spaces of leisure and play, the home environments, in which the large part of today’s practices of playing digital games takes place. It focuses on the stagings of material, not virtual, artifacts of gaming: screens, consoles, hand-held-devices essential to play and their locations and movements around the home. It demonstrates how everyday practices, seemingly mundane scenographies and choreographies, practically, aesthetically and technologically determined, order everyday space-time and artifacts, domesticate play and condition performances of family, gender and gaming. In the process, a history of the domestication of play unfolds.
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  • Enevold, Jessica, et al. (författare)
  • En sprucken verklighet. Den ludiska vägen från kris till hälsa i The Biggest Loser
  • 2013
  • Ingår i: Kris och kultur : kulturvetenskapliga perspektiv på kunskap, estetik och historia - kulturvetenskapliga perspektiv på kunskap, estetik och historia. - 9789187199097 ; , s. 129-152
  • Bokkapitel (refereegranskat)abstract
    • Forskare, från Piaget till Huizinga, MacCannell, Turner, Betcher, Suits, Aarseth, Castronova, Boellstorff, Caillois och Sutton-Smith, för att nämna endast några få, har i decennier och med olika disciplinära angreppssätt försökt förstå sig på lek och spel. “Play” – är ett högst tvetydigt begrepp så brett och metaforiskt att det motstår alla försök att inlemma det under en och samma paraplyteori. Play på engelska betyder både leka och spela, medan dessa båda verb på svenska har mer tydligt angivna fält som de konnoterar. ”Play is ambiguous, ” skriver Brian Sutton-Smith, och detta förtjänar att benas upp och förklaras eftersom i vägen för mycket förståelse av fenomen som har med ”play” att göra ligger populärkulturell retorik som favoriserar och ideologiskt färgar uppfattningen av desamma. Det gäller ofta datorspel och olika game/play-former. Vad kan man spela om och vad får man leka med? Populärkulturella mediesatsningar sätter sina gränser långt från traditionella uppfattningar och med god framgång – Big Brother, Robinson, Fear Factor är bara några. En annan, vid första anblicken pennalistisk tv-show med utröstningsmoment, är programmet om gravt feta som tävlar om att gå ned mest i vikt som nu finns i ca 40 länder över hela världen; The Biggest Loser. Detta kapitel tar denna amerikanska game-show som sitt empiriska fält och analyserar begreppet ”play” och dess mångfacetterade betydelser i relation till vad som ofta anses vara spel och leks motsats, nämligen allvar och verklighet. Men, i kontrast till denna antagna dikotomi hävdar t ex spelforskare Jane McGonigal att ”reality is broken”, och att vi behöver spel och lek för att ”fixa den”. Både hierarkiseringen och dikotomiseringen av lek och allvar förkastas därmed. McGonigal talar specifikt om datorspel, men generellt om det livsnödvändiga i att leka och spela och att "spelarna" använder denna kunskap till att göra skillnad i världen. I Biggest Loser finner vi fragment av en ”broken reality”. Att vara gravt överviktig är rent medicinskt ett livshotande tillstånd, ett kristillstånd. Mitt kapitel analyserar hur Biggest Loser använder sig av termerna risk, kris, lek och allvar i vad som initialt kan ses som ett paradoxalt spel och nöjesprogram om hälsa. Play är en fruktbar term för att utforska retoriken och praktiken kring deltagarnas livshotande tillstånd, deras motivation och resultat, tränarnas interaktioner med deltagarna och TV-programmets engagemang med det omgivande amerikanska samhället och ständigt närvarande konsumtionsideologier. Jag använder Sutton-Smiths resonemang kring hur play är något som människor utvecklas i eftersom play i sig själv är en komplex ”developmental form” som kräver lika mycket uppmärksamhet som skillnaden mellan ”play and nonplay”; i kapitlet skriver jag om den ”krishantering” som uppstår och hur krisbegreppet i denna kontext får en särskild betydelse i och med sin “embeddedness” i ”play practices” i pendlingen mellan lek och allvar, praktiskt, metaforiskt och retoriskt.
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  • Enevold, Jessica, et al. (författare)
  • Frustrated Mom Kills Dragon: Motherhood, Emotions and Computer Games
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • Today an increasingly large and diverse audience spends more and more time and money on computer games; the actual player can now be anyone. Gameplay, whether it is raiding online in World of Warcraft, an evening of Guitar Hero in the living room with friends, or a quick round of Sudoku Master on the Nintendo DS while commuting home from work, has become part of the everyday life of millions of people regardless of age, sex and background. Play and everyday life combine in new exciting ways with new patterns of communication, interaction and behaviours emerging as a result.This paper focuses on emotions emerging in relation to gaming— joy, frustration, anger, happiness, boredom, pleasure, satisfaction, annoyance — and is based on interviews with mothers who play, questionnaires and studies of media discourses. On the one hand, there are the emotions connected to the game as such, for example frustration over getting killed or not being able to figure out how to proceed. These can be sorted under the term "ludic emotions" and may encompass the passion felt for a game, "ludic affection" (Enevold 2008). On the other hand there are emotions connected to the gaming situation per se, such as the pleasure experienced playing together with friends, having a good time, or the irritation felt when the telephone rings in the middle of a game. Well aware of interactionism, we here prefer to call these "situational emotions" since we can register these as outcomes of external stimuli, but with difficulty measure players personality traits, internal feelings etc. The paper exemplifies how emotions shared among players in some situations become problematic. Emotions are not just ludic, or situational but also "situated". The person expressing and/or experiencing them is never solely a player but a person located in a historical, cultural and gendered context. The players specifically focused here are mothers— traditionally culturally, socially and symbolically heavily situated figures. Although all players may experience all kinds of emotions, some seem to be more acceptable for some players than others. In popular gaming discourses the mother is often represented as the guardian, who tries to regulate and control the gaming of the children, or as the supportive parent, who serves pizza or drives them to LAN-parties (Enevold & Hagström 2008). That is, she is not even conceived as a player. When playing then, do mothers experience feelings they should not have, or at least not express, given the fact that motherhood implies control, responsibility and liability? In our material, an often repeated feeling is "frustration". What does it mean when a frustrated mother kills a pixelated dragon? This paper reports how that frustration is both ludic and situational, how mothers cope and how their strategies and practices indicate their specific status as players situated in highly normative gendered roles and time- and place dependent contexts.
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  • Enevold, Jessica (författare)
  • Mama Ludens Goes All-In : Gaming Mothers' Fun Lead the Ludic Revolution
  • 2009
  • Ingår i: ; , s. 1-20
  • Konferensbidrag (refereegranskat)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!
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  • Enevold, Jessica (författare)
  • Mina cykelnycklar
  • 2008
  • Ingår i: ETN: HOJ. - 1653-1361. ; :6, s. 8-12
  • Tidskriftsartikel (refereegranskat)
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  • Enevold, Jessica, et al. (författare)
  • Mothers, Play and Everyday Life: Ethnology Meets Game Studies
  • 2009
  • Ingår i: Ethnologia Scandinavica. - 0348-9698. ; 39, s. 27-41
  • Tidskriftsartikel (refereegranskat)abstract
    • This article should serve as an introduction to a relatively new topic in ethnological studies requiring very specific methods as it involves both offline and online research as well as material objects and immaterial practices. How do we embark on an interdisciplinary venture such as this, and be sure to produce qualitative research of high standard? How should gaming mothers best be studied? In what follows we try to answer that question. We also assume that not all of our readers are extensively familiar with games and game culture or have engaged with computer games first-hand or as scientific object of study. We thus begin with a short assessment of its current status as a growing genre, whose image is changing as gamers and game culture become increasingly diversified. We also briefly situate games as an academic subject and outline some of the central concepts focused in the fieldii called Game Studies. Furthermore, understanding the ideological underpinnings of play is vital to understanding the contexts in which games and gaming exist because they constitute some of the fundamental conditions of games research. To explain this, we relate the ambiguous status of game/play to the usage of the term ―the magic circle‖ and of historically ingrained rhetorics [sic] of play. In our survey of the theoretical land, we notice an increasing attention among games researchers to players in addition to the games themselves. We thus assert that ethnologists have a particular methodological edge and a role to fulfill as games research more and more means studying games in relation to gamers, society and political economy and not only the game itself. As part of a huge industry that is a significant economic driver, games take center stage on a global sociocultural and capital market. Educational programs and cross-disciplinary efforts centered on games and gaming grow steadily. Introducing our research project ―Gaming Moms‖ we explain why it is interesting – and now possible and highly apposite – to study gaming from the perspective of culture, the family and the everyday. We give our rendition of how to best study a particular category of players such as mothers and why a marriage between ethnology and the interdisciplinary field of Game Studies is necessary and useful. In doing so, we give specific examples from our ongoing project thus presenting a selection of the various methods we apply in our research. Our examples are chosen around two themes – gaming and time management and representations of mothers in the context of gaming. We conclude with a brief discussion of our findings, having thus proposed an answer to our methodological question, and outline some missing perspectives and future challenges.
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  • Enevold, Jessica, et al. (författare)
  • My Momma Shoots Better Than You! : Who is the Female Gamer?
  • 2008
  • Ingår i: Proceedings - the [player] conference. - 9788779491823 ; , s. 144-167
  • Konferensbidrag (refereegranskat)abstract
    • This paper is a component of a three-year empirical study of gaming moms undertaken with the aim to modulate the conventional constructions of gamer identities and examine the contested status of gaming in everyday life. It presents samples of mothers in gaming discourse – from TV, Music-video, forums, and ads. Mothers have been largely invisible in popular gaming discourse or formulaically portrayed as unsympathetic to/ policing the gaming habits of other family members. Now, gaming companies increasingly target women and families, female gamers exceed 40 % of players (US and Sweden), and console gaming is displacing TV-watching as the core living-room activity. The Boy-nerd-in-the-Bedroom is, at least statistically, being dispelled and complemented by the Girl-into-Gaming. Still, a tenacious nineteenth-century icon lingers: the Angel-in-the-House. Mothers today do more than bring Hot Pockets to gaming kids (South Park WoW-Episode) or serve as the implied inferior player populating taunts like “My Momma shoots better than you” (Q3A). Mothers game too. The paper uses feminist critical theory (de Lauretis) to illustrate the situation of the female gamer as oscillating between the fixed sign of “Woman” and the dynamic experiences of “women”. It acknowledges and elucidates both the power and consequences of representation and personal experience in meaning-making processes, to which the growing cultural discourse and practice of gaming belong.
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  • Enevold, Jessica, et al. (författare)
  • Problem Gaming in an everyday perspective (Research Panel)
  • 2015
  • Ingår i: Proceedings of DiGRA 2015: Diversity of Play: Games-Cultures- Identities.
  • Konferensbidrag (refereegranskat)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.
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  • Game Love : Essays on Play and Affection
  • 2015
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life—often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways—from coding to cosplay—in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
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  • Irwin, Rachel, et al. (författare)
  • Covidografi: att undervisa i etnografiska metoder under en pandemi
  • 2024
  • Ingår i: Pedagogiska problem och lösningar i pandemitid : En samling lärarberättelser - En samling lärarberättelser. - 2001-7510 .- 2001-7529. - 9789189874114 ; 32, s. 45-54
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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  • What's the Problem in Problem Gaming
  • 2018
  • Samlingsverk (redaktörskap) (refereegranskat)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.
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