Taming the Game: Children's Constructive Use of Social and Communicative Context When Playing Scary Computer Games.
Within recent childhood research, children are considered actors and interpreters of their everyday life, including the use of media. The research cited in this article builds on this perspective, and focuses on children's experiences with computer gaming. As for computer games, analysts point towar...
| Publicado en: | Human IT Vol. 10; no. 1; pp. 60 - 80 |
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| Formato: | Artículo |
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Human IT
2008
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=43590062&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 43590062 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 14021501 F9G jtl: Human IT issn: 14021501 maglogo: N pubinfo: dt: 2008 vid: 10 iid: 1 pid: 21835 pub: Human IT artinfo: ui: 43590062 ppf: 60 ppct: 20 formats: fmt: @attributes: type: P size: 3.6MB tig: atl: Taming the Game: Children's Constructive Use of Social and Communicative Context When Playing Scary Computer Games. aug: au: Kjørstad, Ingrid affil: Sociologist and Researcher, SIFO (National Institute for Consumer Research), Norway su: Games & technology Application software Electronic games Computer software Video games & children sug: subj: Games & technology Application software Electronic games Computer software Video games & children keyword: action children computer games domestic ation game studies ab: Within recent childhood research, children are considered actors and interpreters of their everyday life, including the use of media. The research cited in this article builds on this perspective, and focuses on children's experiences with computer gaming. As for computer games, analysts point towards the need to include the context of gaming, in addition to the different elements of the games, into gaming analysis. The article therefore elaborates on the importance of the gaming context, by applying a domestication research perspective. The article presents results from a qualitative research project on children and gaming. Different elements constituting gaming contexts were discussed with 11-year-olds to identify if and why some gaming experiences were considered scarier than others. The research project conclude s that the social aspects of the gaming context in this sense are very important and appreciated. In addition, children actively manipulate elements of the gaming context to reduce the "fear factor". pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Human IT is the property of Human IT and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Human IT holder: Human IT dt: @attributes: year: 2008 holdings: @attributes: islocal: N |
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