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Sökning: WFRF:(Enevold Jessica) > (2015-2019)

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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, 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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4.
  • 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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7.
  • 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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