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Wiberg, M. & Osvaldsson Cromdal, K. (2018). Socialt arbete i virtuella rum (1ed.). In: Magnus Dahlstedt (Ed.), Gränsöverskridande socialt arbete: Teorier, tillämpningar, tolkningar (pp. 149-168). Malmö: Gleerups Utbildning AB
Open this publication in new window or tab >>Socialt arbete i virtuella rum
2018 (Swedish)In: Gränsöverskridande socialt arbete: Teorier, tillämpningar, tolkningar / [ed] Magnus Dahlstedt, Malmö: Gleerups Utbildning AB, 2018, 1, p. 149-168Chapter in book (Other academic)
Place, publisher, year, edition, pages
Malmö: Gleerups Utbildning AB, 2018 Edition: 1
National Category
Social Work
Identifiers
urn:nbn:se:liu:diva-151455 (URN)9789151100586 (ISBN)
Available from: 2018-09-21 Created: 2018-09-21 Last updated: 2018-09-21Bibliographically approved
Wiberg, M. (2016). Gaming practices among young people with certain functional impairments: What and how often they play, coping capabilities and mental health. In: : . Paper presented at 2016 Nordic Youth Research Symposium: YOUTH MOVES – Voices – Spaces – Subjectivities, June 15-17, 2016, Trollhättan, Sweden.
Open this publication in new window or tab >>Gaming practices among young people with certain functional impairments: What and how often they play, coping capabilities and mental health
2016 (English)Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

This study aims to deliver new insights regarding gaming practices of young people that receive some form of help according to the Act concerning support and service for persons with certain functional impairments (LSS). It also aims to explore whether the gaming practices are related to their mental health and coping capabilities through the measure of sense of coherence (SOC). The gaming revolution is sweeping the world and Sweden too has got its fair share of gamers. About half of the Swedish population are playing online usually for the sake of fun. We know a lot about its extent today but there are still many questions left unanswered about how games actually affect the people that are playing and vice versa. Further, young people with intellectual and cognitive impairments tend to be left out of the ongoing debate. Fifteen structured interviews were conducted during 2015 of which eleven were selected for further analysis. Both closed and open questions were utilized in the questionnaire alongside the SOC-13 questionnaire. The interviewees were between 15 and 30 years old and played online games to various extents. The vast majority of the group played daily and tended to play more than two hours each session. The mean SOC, sense of coherence, for the group was 54,82 with a standard deviation of 9,1 and a median of 56 which both are remarkably low. The results show that there are correlations between a low SOC and both how often and for how long the interviewees were playing each session. The findings suggest that there is a need for further research regarding how online gaming affect young people with cognitive and intellectual impairments and what meanings these young people attribute to games.

Keywords
Disability studies, sense of coherence, online gaming, youth studies, Handikappforskning, känsla av sammanhang, onlinespel, ungdomsforskning
National Category
Social Work
Identifiers
urn:nbn:se:liu:diva-129648 (URN)
Conference
2016 Nordic Youth Research Symposium: YOUTH MOVES – Voices – Spaces – Subjectivities, June 15-17, 2016, Trollhättan, Sweden
Projects
Onlinespelvanor hos unga med intellektuell funktionsnedsättning och dess effekter på självbild och hälsa
Available from: 2016-06-23 Created: 2016-06-23 Last updated: 2016-07-01
Wiberg, M. (2016). Voices from the disability movement regarding online games: Moral panic or trouble at the horizon?. In: : . Paper presented at Conference on Social work research, May 23-24, 2016, Lund, Sweden..
Open this publication in new window or tab >>Voices from the disability movement regarding online games: Moral panic or trouble at the horizon?
2016 (Swedish)Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

There is a lack of knowledge and guidelines regarding how professionals and relatives should understand and act with respect to individuals engaged in games regarding participation and self-determination. This research project aspires to contribute to an enhanced understanding of the gaming practice. The purpose of this paper is to discuss the empirical findings from seven semi-structured interviews conducted during the spring semester in 2015. Seven interviews were conducted with representatives from three disability rights movements that represent persons with neuropsychiatric impairments in Sweden. The informants consisted of both elected and recruited officials from the three organisations. Social constructivism was the main theoretical framework and were utilized to further explore the informants views regarding online gaming as sources to both challenges and development for their members. The analysis of the material showed that the informants had a rather ambivalent attitude toward online games where the games are seen as a source of both self-realisation and great difficulties. Among the positive aspects that were mentioned, new means for intra-personal communication and self-fulfillment were some of the emerging themes. Regarding negative aspects of online gaming, overwhelming immersion and different kinds of abuse were the main emerging themes.

Keywords
Social constructionism, online gaming, social problems, disability rights movement, Socialkonstruktionism, onlinespel, sociala problem, handikapprörelsen
National Category
Social Work
Identifiers
urn:nbn:se:liu:diva-129649 (URN)
Conference
Conference on Social work research, May 23-24, 2016, Lund, Sweden.
Projects
Onlinespelvanor hos unga med intellektuell funktionsnedsättning och dess effekter på självbild och hälsa
Available from: 2016-06-23 Created: 2016-06-23 Last updated: 2016-07-01
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-6879-5960

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