The purpose of this thesis is to attain a deepened understanding concerning views on videogames at four Swedish public libraries, especially in relation to library practice and how videogames fit within this context. It also aims to provide insight as to why these libraries have included videogames in their collections and what thoughts were behind it. To fulfill this aim we conducted a qualitative hermeneutic study, using interviews as the main source of research material, but also written materials and a lecture on the city library of Malmö and how they work with videogames. The theoretical framework of the study is founded on Dorte Skot-Hansen’s and Douglas Raber’s theories on the values, roles and functions of public libraries. Based on...
The aim of this master's thesis is to study what attitude public libraries in Sweden show towards vi...
The aim of this bachelor's thesis is to attain an understanding of the adoption and development of g...
The aim with this thesis is to fill a knowledge gap regarding how young adults (20-25 year old) view...
The purpose of this thesis is to attain a deepened understanding concerning views on videogames at f...
This study examines the cultural place and status of video and computer games in the Swedish public ...
The aim of this thesis is to study how the recent introduction of video games in Swedish public libr...
The purpose of this bachelor thesis is to study the collection development of video game collections...
The aim of this bachelor thesis is to investigate the lending of video games at the public libraries...
The aim of this study has been to fill a gap of knowledge when it comes to understanding librarians ...
This Masters thesis concerns computer games in Swedish public libraries. We have investig...
In this study our goal is to put together an overview of how the Swedish regional libraries view and...
This bachelor´s thesis analyzes the debate in a number of Swedish media regarding the introduction o...
The aim of this thesis is to study the views of public librarians on the subject of controversial vi...
This paper aims to investigate how Helsingborg’s city library’s visi-tors feel about computer games ...
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the q...
The aim of this master's thesis is to study what attitude public libraries in Sweden show towards vi...
The aim of this bachelor's thesis is to attain an understanding of the adoption and development of g...
The aim with this thesis is to fill a knowledge gap regarding how young adults (20-25 year old) view...
The purpose of this thesis is to attain a deepened understanding concerning views on videogames at f...
This study examines the cultural place and status of video and computer games in the Swedish public ...
The aim of this thesis is to study how the recent introduction of video games in Swedish public libr...
The purpose of this bachelor thesis is to study the collection development of video game collections...
The aim of this bachelor thesis is to investigate the lending of video games at the public libraries...
The aim of this study has been to fill a gap of knowledge when it comes to understanding librarians ...
This Masters thesis concerns computer games in Swedish public libraries. We have investig...
In this study our goal is to put together an overview of how the Swedish regional libraries view and...
This bachelor´s thesis analyzes the debate in a number of Swedish media regarding the introduction o...
The aim of this thesis is to study the views of public librarians on the subject of controversial vi...
This paper aims to investigate how Helsingborg’s city library’s visi-tors feel about computer games ...
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the q...
The aim of this master's thesis is to study what attitude public libraries in Sweden show towards vi...
The aim of this bachelor's thesis is to attain an understanding of the adoption and development of g...
The aim with this thesis is to fill a knowledge gap regarding how young adults (20-25 year old) view...