dc.contributor.author | Meriläinen, Mikko | |
dc.contributor.author | Ruotsalainen, Maria | |
dc.date.accessioned | 2023-06-13T08:37:57Z | |
dc.date.available | 2023-06-13T08:37:57Z | |
dc.date.issued | 2023 | |
dc.identifier.citation | Meriläinen, 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.other | CONVID_183553238 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/87692 | |
dc.description.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. | en |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | |
dc.publisher | Frontiers Media SA | |
dc.relation.ispartofseries | Frontiers in Psychology | |
dc.rights | CC BY 4.0 | |
dc.subject.other | digital gaming relationship | |
dc.subject.other | young people | |
dc.subject.other | digital gaming | |
dc.subject.other | social worlds | |
dc.subject.other | everyday life | |
dc.subject.other | transmedia | |
dc.subject.other | thematic analysis | |
dc.title | The light, the dark, and everything else : making sense of young people's digital gaming | |
dc.type | article | |
dc.identifier.urn | URN:NBN:fi:jyu-202306133760 | |
dc.contributor.laitos | Musiikin, taiteen ja kulttuurin tutkimuksen laitos | fi |
dc.contributor.laitos | Department of Music, Art and Culture Studies | en |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.type.coar | http://purl.org/coar/resource_type/c_2df8fbb1 | |
dc.description.reviewstatus | peerReviewed | |
dc.relation.issn | 1664-1078 | |
dc.relation.volume | 14 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © 2023 Meriläinen and Ruotsalainen | |
dc.rights.accesslevel | openAccess | fi |
dc.relation.grantnumber | 353267 | |
dc.subject.yso | transmedia | |
dc.subject.yso | sosiaalinen vuorovaikutus | |
dc.subject.yso | arkielämä | |
dc.subject.yso | sosiaalinen käyttäytyminen | |
dc.subject.yso | digitaaliset pelit | |
dc.subject.yso | arki | |
dc.subject.yso | pelaaminen | |
dc.subject.yso | nuoret | |
dc.format.content | fulltext | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p28349 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p10590 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p7374 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p7139 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p22353 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p22039 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p14483 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p11617 | |
dc.rights.url | https://creativecommons.org/licenses/by/4.0/ | |
dc.relation.doi | 10.3389/fpsyg.2023.1164992 | |
dc.relation.funder | Research Council of Finland | en |
dc.relation.funder | Suomen Akatemia | fi |
jyx.fundingprogram | Centre of Excellence, AoF | en |
jyx.fundingprogram | Huippuyksikkörahoitus, SA | fi |
jyx.fundinginformation | 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). | |
dc.type.okm | A1 | |