It is important for the inclusiveness of society that the youth actively participate in its development. Even though the means of digital participation have advanced in the past decade, there is still lack of understanding of digital participation of the youth. In this paper, we present a study on how youth aged 16–25 years perceive social and societal participation and more specifically, how youth currently participate in non-digitally and digitally. We conducted a mixed method study in a large gaming event in Finland using a questionnaire (N = 277) and face-to-face interviews (N = 25). The findings reveal that the gaming youth consider digital participation to include discussions in different social media services or web discussion forums...
Despite a turbulent ever-changing digital environment, it appears as if everyone who has access, is ...
The intensive use of interactive media has led to assertions about the effect of these media on yout...
The purpose of the study was to assess adolescents’ participation in various socio-digital activi...
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature ...
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature ...
It is important for the sustainability of society that everyone can participate in societal discussi...
AbstractTitle: Onlinegaming – A qualitative study of young people's attitudes about online gaming(On...
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes an...
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey,...
Τhis report presents the major findings from work package 4 focusing on the area concerning digital ...
Young people’s digital gaming is a complex phenomenon often approached in both research and public d...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
Digital games are becoming more and more popular among today’s students. Digital games are used dire...
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There ...
Despite a turbulent ever-changing digital environment, it appears as if everyone who has access, is ...
The intensive use of interactive media has led to assertions about the effect of these media on yout...
The purpose of the study was to assess adolescents’ participation in various socio-digital activi...
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature ...
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature ...
It is important for the sustainability of society that everyone can participate in societal discussi...
AbstractTitle: Onlinegaming – A qualitative study of young people's attitudes about online gaming(On...
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes an...
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey,...
Τhis report presents the major findings from work package 4 focusing on the area concerning digital ...
Young people’s digital gaming is a complex phenomenon often approached in both research and public d...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
Digital games are becoming more and more popular among today’s students. Digital games are used dire...
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There ...
Despite a turbulent ever-changing digital environment, it appears as if everyone who has access, is ...
The intensive use of interactive media has led to assertions about the effect of these media on yout...
The purpose of the study was to assess adolescents’ participation in various socio-digital activi...