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...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
This is a study looking into how digital games are played in Finland. The present report is based on...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature ...
Young people’s digital gaming is a complex phenomenon often approached in both research and public d...
It is important for the inclusiveness of society that the youth actively participate in its developm...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
The popular media and some aspects of social science research view computer gaming either in disrupt...
The aim of this study was to explore the relation between Problematic Gaming Behaviour (PGB) and spe...
Abstract The aim of this study was to explore the relation between Problematic Gaming Behaviour (PG...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
With digital games being part of the leisure of a multitude of young people, it is important to unde...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
This is a study looking into how digital games are played in Finland. The present report is based on...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature ...
Young people’s digital gaming is a complex phenomenon often approached in both research and public d...
It is important for the inclusiveness of society that the youth actively participate in its developm...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
The popular media and some aspects of social science research view computer gaming either in disrupt...
The aim of this study was to explore the relation between Problematic Gaming Behaviour (PGB) and spe...
Abstract The aim of this study was to explore the relation between Problematic Gaming Behaviour (PG...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
With digital games being part of the leisure of a multitude of young people, it is important to unde...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
This is a study looking into how digital games are played in Finland. The present report is based on...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...