Young people’s digital gaming is a complex phenomenon often approached in both research and public discussion from risk or utilitarian perspectives, erasing young people’s diverse experiences of their participation in gaming cultures. This study explores the utility of a novel approach, the digital gaming relationship (DGR) theory, in examining young people’s gaming experiences. Drawing from a thematic analysis of qualitative questionnaire data (N=180) collected in Finland from respondents aged 15–25, the study illustrates how the DGR approach helps make sense of young people’s engagement with digital gaming cultures and develops the theory further.Peer reviewe
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
Abstract The aim of the study was to describe and explain the problematic gaming behavior and the r...
Digital games are a very popular medium among people of all ages. While information related to games...
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 ...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
It is important for the inclusiveness of society that the youth actively participate in its developm...
This is a study looking into how digital games are played in Finland. The present report is based on...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Digital gaming has become a staple in the play repertoire of most children. Consequently, so has res...
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes an...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
AbstractTitle: Onlinegaming – A qualitative study of young people's attitudes about online gaming(On...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
Abstract The aim of the study was to describe and explain the problematic gaming behavior and the r...
Digital games are a very popular medium among people of all ages. While information related to games...
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 ...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
It is important for the inclusiveness of society that the youth actively participate in its developm...
This is a study looking into how digital games are played in Finland. The present report is based on...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Digital gaming has become a staple in the play repertoire of most children. Consequently, so has res...
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes an...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
AbstractTitle: Onlinegaming – A qualitative study of young people's attitudes about online gaming(On...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
Abstract The aim of the study was to describe and explain the problematic gaming behavior and the r...
Digital games are a very popular medium among people of all ages. While information related to games...