The light, the dark, and everything else : making sense of young people's digital gaming

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.
Main Authors
Format
Articles Research article
Published
2023
Series
Subjects
Publication in research information system
Publisher
Frontiers Media SA
The permanent address of the publication
https://urn.fi/URN:NBN:fi:jyu-202306133760Käytä tätä linkitykseen.
Review status
Peer reviewed
ISSN
1664-1078
DOI
https://doi.org/10.3389/fpsyg.2023.1164992
Language
English
Published in
Frontiers in Psychology
Citation
  • Meriläinen, M., & Ruotsalainen, M. (2023). The light, the dark, and everything else : making sense of young people's digital gaming. Frontiers in Psychology, 14, Article 1164992. https://doi.org/10.3389/fpsyg.2023.1164992
License
CC BY 4.0Open Access
Funder(s)
Research Council of Finland
Funding program(s)
Centre of Excellence, AoF
Huippuyksikkörahoitus, SA
Research Council of Finland
Additional information about funding
This 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).
Copyright© 2023 Meriläinen and Ruotsalainen

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