Individual pastime or focused social interaction: Gendered gaming practices among Danish youth
Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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Individual pastime or focused social interaction : Gendered gaming practices among Danish youth. / Thorhauge, Anne Mette; Gregersen, Andreas Lindegaard.
I: New Media & Society, Bind 21, Nr. 7, 2019, s. 1444-1464.Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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TY - JOUR
T1 - Individual pastime or focused social interaction
T2 - Gendered gaming practices among Danish youth
AU - Thorhauge, Anne Mette
AU - Gregersen, Andreas Lindegaard
PY - 2019
Y1 - 2019
N2 - This article outlines how gaming and video gameplay among Danish youth can be integral parts of everyday practices. The article is based on a mixed-methods study of video gameplay patterns among Danish children and young people aged 10–18 years. The study included a survey with a stratified random sample (N = 1560), follow-up in-depth interviews using purposive sampling from the survey respondents (N = 19) and focus group interviews with boys and girls (N = 2). We argue that pronounced differences in boys’ and girls’ gameplay patterns and preferences can be explained by the different ways in which gameplay is embedded into the social patterns of everyday life with family and friends. We identify two predominant gaming practices, one organised around competitive social play in teams and another around non-competitive solo play. These findings are discussed in the context of practice theory and existing work on gender and video games.
AB - This article outlines how gaming and video gameplay among Danish youth can be integral parts of everyday practices. The article is based on a mixed-methods study of video gameplay patterns among Danish children and young people aged 10–18 years. The study included a survey with a stratified random sample (N = 1560), follow-up in-depth interviews using purposive sampling from the survey respondents (N = 19) and focus group interviews with boys and girls (N = 2). We argue that pronounced differences in boys’ and girls’ gameplay patterns and preferences can be explained by the different ways in which gameplay is embedded into the social patterns of everyday life with family and friends. We identify two predominant gaming practices, one organised around competitive social play in teams and another around non-competitive solo play. These findings are discussed in the context of practice theory and existing work on gender and video games.
U2 - 10.1177/1461444818823546
DO - 10.1177/1461444818823546
M3 - Journal article
VL - 21
SP - 1444
EP - 1464
JO - New Media & Society
JF - New Media & Society
SN - 1461-4448
IS - 7
ER -
ID: 212916907