2023
Meriläinen, Mikko; Ruotsalainen, Maria
The Light, the Dark, and Everything Else: Making Sense of Young People's Digital Gaming Journal Article
In: Frontiers in Psychology, vol. 14, 2023.
Abstract | Links | Tags: Digital gaming, Digital gaming relationship, Everyday life, Social worlds, Thematic analysis, Transmedia, Young people
@article{Meriläinen2023b,
title = {The Light, the Dark, and Everything Else: Making Sense of Young People's Digital Gaming},
author = {Mikko Meriläinen and Maria Ruotsalainen },
url = {https://doi.org/10.3389/fpsyg.2023.1164992
https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2023.1164992/full},
doi = {10.3389/fpsyg.2023.1164992},
year = {2023},
date = {2023-06-12},
urldate = {2023-06-12},
journal = {Frontiers in Psychology},
volume = {14},
abstract = {Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false dichotomy, and overlooks young people's agency. Based on our results, we suggest alternative approaches that help reduce and avoid these problems.},
keywords = {Digital gaming, Digital gaming relationship, Everyday life, Social worlds, Thematic analysis, Transmedia, Young people},
pubstate = {published},
tppubtype = {article}
}
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false dichotomy, and overlooks young people's agency. Based on our results, we suggest alternative approaches that help reduce and avoid these problems.
Meriläinen, Mikko
Young People’s Engagement with Digital Gaming Cultures – Validating and Developing the Digital Gaming Relationship Theory Journal Article
In: Entertainment Computing, vol. 44, 2023, ISSN: 1875-9521.
Abstract | Links | Tags: Digital gaming, Digital gaming relationship, Gaming motives, Social worlds, Video games, Youth
@article{Meriläinen2023,
title = {Young People’s Engagement with Digital Gaming Cultures – Validating and Developing the Digital Gaming Relationship Theory},
author = {Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202303223093
},
doi = {https://doi.org/10.1016/j.entcom.2022.100538},
issn = {1875-9521},
year = {2023},
date = {2023-01-31},
urldate = {2023-01-31},
journal = {Entertainment Computing},
volume = {44},
abstract = {Young people’s digital gaming is a complex phenomenon often approached in both research and public discussion from risk or utilitarian perspectives, erasing young people’s diverse experiences of their participation in gaming cultures. This study explores the utility of a novel approach, the digital gaming relationship (DGR) theory, in examining young people’s gaming experiences. Drawing from a thematic analysis of qualitative questionnaire data (N=180) collected in Finland from respondents aged 15–25, the study illustrates how the DGR approach helps make sense of young people’s engagement with digital gaming cultures and develops the theory further.},
keywords = {Digital gaming, Digital gaming relationship, Gaming motives, Social worlds, Video games, Youth},
pubstate = {published},
tppubtype = {article}
}
Young people’s digital gaming is a complex phenomenon often approached in both research and public discussion from risk or utilitarian perspectives, erasing young people’s diverse experiences of their participation in gaming cultures. This study explores the utility of a novel approach, the digital gaming relationship (DGR) theory, in examining young people’s gaming experiences. Drawing from a thematic analysis of qualitative questionnaire data (N=180) collected in Finland from respondents aged 15–25, the study illustrates how the DGR approach helps make sense of young people’s engagement with digital gaming cultures and develops the theory further.
