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dc.contributor.authorSokka, Miikka
dc.contributor.authorNg, Kwok
dc.contributor.authorKokko, Sami
dc.contributor.authorKoski, Pasi
dc.date.accessioned2024-11-15T11:36:35Z
dc.date.available2024-11-15T11:36:35Z
dc.date.issued2025
dc.identifier.citationSokka, M., Ng, K., Kokko, S., & Koski, P. (2025). Introduction of the Digital Gaming Relationship. <i>Media and Communication</i>, <i>13 </i>, Article 8738. <a href="https://doi.org/10.17645/mac.8738" target="_blank">https://doi.org/10.17645/mac.8738</a>
dc.identifier.otherCONVID_243959643
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/98479
dc.description.abstractIn recent decades, there has been a growing interest in studying the appeal of digital games. However, there is still a call for further research, especially on the theoretical and methodological advancements. Hence, a novel approach and a concept of the Digital Gaming Relationship (DGR) is presented. The DGR model is adapted from earlier work on physical activity and with the central concept as “meaning,” it provides an alternative perspective to motivation-oriented literature for the field of game studies. With this approach, the fundamental view is that each person has a varying relationship with digital games and gaming over their life span. The relationship builds on the individual’s encounters with the social world of digital gaming and its cultural meanings. In the long term, accruing digital gaming-related knowledge, experiences, and emotional connections contributes to a rich tapestry of meaning, thus creating a deep and meaningful relationship capable of shaping one’s actions, behaviors, and even identity. The framework theorizes the mechanisms of an individual’s socialization process to the digital gaming world and illustrates that the relationship with digital games includes much more than just playing them. In this article, the theoretical roots and key concepts of the DGR are introduced, and the practical applicability of the approach is discussed.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherCogitatio Press
dc.relation.ispartofseriesMedia and Communication
dc.rightsCC BY 4.0
dc.subject.otherdigital game studies
dc.subject.otherdigital gaming
dc.subject.otherdigital gaming relationship
dc.subject.othervideo games
dc.subject.othersocial world
dc.subject.othersocialization
dc.subject.othermeaning
dc.subject.othersignificance
dc.titleIntroduction of the Digital Gaming Relationship
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202411157320
dc.contributor.laitosLiikuntatieteellinen tiedekuntafi
dc.contributor.laitosFaculty of Sport and Health Sciencesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn2183-2439
dc.relation.volume13
dc.type.versionpublishedVersion
dc.rights.copyright© 2025 by the author(s)
dc.rights.accesslevelopenAccessfi
dc.subject.ysodigitaaliset pelit
dc.subject.ysososiaaliset suhteet
dc.subject.ysovideopelit
dc.subject.ysohyvinvointi
dc.subject.ysopelikulttuuri
dc.subject.ysopelitutkimus
dc.subject.ysomerkitys (tärkeys)
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p411
jyx.subject.urihttp://www.yso.fi/onto/yso/p17281
jyx.subject.urihttp://www.yso.fi/onto/yso/p1947
jyx.subject.urihttp://www.yso.fi/onto/yso/p25376
jyx.subject.urihttp://www.yso.fi/onto/yso/p21187
jyx.subject.urihttp://www.yso.fi/onto/yso/p7010
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.17645/mac.8738
jyx.fundinginformationThis work was supported by the Finnish Ministry of Education and Culture project funding: OKM/84/626/ 2022:646988
dc.type.okmA1


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