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Search: WFRF:(Thorhauge Anne Mette)

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1.
  • 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.
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3.
  • Lankoski, Petri, et al. (author)
  • Introduction to special issue: Experiencing games : Games, play and players
  • 2011
  • In: Journal of gaming and virtual worlds. - Bristol, U.K. : Intellect Ltd.. - 1757-191X .- 1757-1928. ; 3
  • Journal article (peer-reviewed)abstract
    • I augusti 2010 hölls den första nordiska DIGRA-konferensen i Stockholm. Temat för konferensen var spelarupplevelser och spelarstudier för datorspel; ett tema som valts i linje med det skandinaviska fokuset på användarcentrerad design. Att det fanns ett behov av en nordisk spelforskningskonferens var uppenbart från det stora antal nordiska akademiker som är aktiva inom området. Konferensen attraherade också forskare från hela Skandinavien. DIGRA är en internationell sammanslutning för akademiker i spelforskningsområdet. Den första internationella DIGRA-konferensen organiserades 2003 och attraherade ett brett register av akademiker från hela världen. År 2010 öppnade DIGRA möjligheten att organisera regionala konferenser. Eftersom 2010 års konferens introducerade nordisk spelforskning som ett eget område så är det naturligt att i det sammanhanget reflektera över om den nordiska spelforskningen har någon speciell karaktär, som skiljer sig från spelforskningen globalt. Fick konferensen någon speciell inriktning baserad på det faktum att en riktade sig till nordiska spelforskare, och om det var så, vilka ämnen och metoder karaktäriserar den nordiska spelforskningen? Dessa är frågor vi vill försöka reda ut i vår introduktion.
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4.
  • Olsson, Tobias, et al. (author)
  • Everyday Online Participation : Strategies and Practices in a Multi-Platform Media Landscape
  • 2016
  • In: The Media and the Mundane : Communication Across Media in Everyday Life - Communication Across Media in Everyday Life. - 9789187957383 - 9789187957390 ; , s. 135-150
  • Book chapter (peer-reviewed)abstract
    • This chapter addresses potential political implications of social media by looking into everyday appropriations of the political opportunities offered to active citizens. It presents and analyses data from interviews with 33 Swedish online participating citizens to gain insight into how they work both with separate and in-between (cross) internet applications as part of their political participation: What communicative roles are various applications designed to play? How do they move within and between applications in their everyday practices to participate? Our data include interviews with two sets of citizens who are participating online. They were interviewed in two separate case studies. The first group, aged 28-79, were selected from a citizen media website. The other group from the blogosphere and Twittersphere were aged 21-38. The analysis reveals differences in cross-media use, both in terms of what participatory values different online applications are ascribed and what communicative roles they are shaped to play for everyday participation. Among other things, the chapter distinguishes between a “broadcasting” and a “networking” mode of online participation.
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5.
  • 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.
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