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...

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Publicado en:Human IT Vol. 10; no. 1; pp. 60 - 80
Autor principal: Kjørstad, Ingrid
Formato: Artículo
Publicado: Human IT 2008
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        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
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          Games & technology
          Application software
          Electronic games
          Computer software
          Video games & children
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        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".
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    language: English
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