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dc.contributor.authorMeriläinen, Mikko
dc.contributor.authorRuotsalainen, Maria
dc.date.accessioned2023-06-13T08:37:57Z
dc.date.available2023-06-13T08:37:57Z
dc.date.issued2023
dc.identifier.citationMeriläinen, M., & Ruotsalainen, M. (2023). The light, the dark, and everything else : making sense of young people's digital gaming. <i>Frontiers in Psychology</i>, <i>14</i>, Article 1164992. <a href="https://doi.org/10.3389/fpsyg.2023.1164992" target="_blank">https://doi.org/10.3389/fpsyg.2023.1164992</a>
dc.identifier.otherCONVID_183553238
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/87692
dc.description.abstractWhether 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.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherFrontiers Media SA
dc.relation.ispartofseriesFrontiers in Psychology
dc.rightsCC BY 4.0
dc.subject.otherdigital gaming relationship
dc.subject.otheryoung people
dc.subject.otherdigital gaming
dc.subject.othersocial worlds
dc.subject.othereveryday life
dc.subject.othertransmedia
dc.subject.otherthematic analysis
dc.titleThe light, the dark, and everything else : making sense of young people's digital gaming
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202306133760
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn1664-1078
dc.relation.volume14
dc.type.versionpublishedVersion
dc.rights.copyright© 2023 Meriläinen and Ruotsalainen
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber353267
dc.subject.ysotransmedia
dc.subject.ysososiaalinen vuorovaikutus
dc.subject.ysoarkielämä
dc.subject.ysososiaalinen käyttäytyminen
dc.subject.ysodigitaaliset pelit
dc.subject.ysoarki
dc.subject.ysopelaaminen
dc.subject.ysonuoret
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p28349
jyx.subject.urihttp://www.yso.fi/onto/yso/p10590
jyx.subject.urihttp://www.yso.fi/onto/yso/p7374
jyx.subject.urihttp://www.yso.fi/onto/yso/p7139
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p22039
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
jyx.subject.urihttp://www.yso.fi/onto/yso/p11617
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.3389/fpsyg.2023.1164992
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundinginformationThis research was supported by the Academy of Finland Project Center of Excellence in Game Culture Studies (CoE-GameCult, Grants 353265 and 353267) and the Jenny and Antti Wihuri Foundation (Grant 00200223).
dc.type.okmA1


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