Sociala relationer genom datorspelande
Author
Summary, in English
This exploratory paper examines the research question Why do people play computer games with each other over the Internet? and what do they gain from it, especially when they don't know each other and only interact very briefly. The study tries to portray the social aspects of the interviewees gaming, and their experiences and thoughts thereabout. Aspects concerning video game addiction is also addressed.
Six computer players were interviewed. Their stories have been analysed using Georg Simmel's theories about loneliness and exchange between people, George Herbert Mead's theories of how we create the self and the generalized other, and Richard Bartle's quadrant model of player types.
The analysis suggests that internet gaming is used to reflect upon and develop the self and increase understanding of others. To some extent it seems to boost feelings of self-confidence and belonging. Collaboration seems to be more important and stimulating than to compete and win. The most important aspect for the participants seems to be practice of social relationships with friends they also meet offline. They all make a clear distinction between what they call real friends and online friends. Addiction seems to be a somewhat conscious escapism that stem from other problems and is associated with less gaming with closer friends in favour of gaming offline or with strangers.
Six computer players were interviewed. Their stories have been analysed using Georg Simmel's theories about loneliness and exchange between people, George Herbert Mead's theories of how we create the self and the generalized other, and Richard Bartle's quadrant model of player types.
The analysis suggests that internet gaming is used to reflect upon and develop the self and increase understanding of others. To some extent it seems to boost feelings of self-confidence and belonging. Collaboration seems to be more important and stimulating than to compete and win. The most important aspect for the participants seems to be practice of social relationships with friends they also meet offline. They all make a clear distinction between what they call real friends and online friends. Addiction seems to be a somewhat conscious escapism that stem from other problems and is associated with less gaming with closer friends in favour of gaming offline or with strangers.
Department/s
Publishing year
2015
Language
Swedish
Full text
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Document type
Student publication for Bachelor's degree
Topic
- Social Sciences
Keywords
- relationer
- datorspel
- internet
- online
- datorspelsberoende
- socialisering
- jaget friendship
- social relations
- social interaction
- computer games
- video game addiction
- socialization
- self
Supervisor
- Eva Fasth