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Voices about online gaming from youth with psychic disabilities
Linköping University, Department of Social and Welfare Studies, Social Work. Linköping University, Faculty of Arts and Sciences.ORCID iD: 0000-0001-6879-5960
2017 (English)Conference paper, Abstract (Other academic)
Abstract [en]

Background: There has been national surveys conducted over the last couple of years that has taught us a lot about the online gaming habits of Swedish youth but they have so far failed to regard youth with different kinds of disabilities. This study aims to shed some light on how the young people with psychic disabilities themselves describes their online gaming experiences; what motivates them to play and what role the games are playing in their lives.

Method: In line with the descriptive research design, focus group interviews were considered the best alternative. The selection criteria for the participants was that they would have to regard themselves as a person with a psychic disability, be between 18 and 30 years old, and play online games to some extent. A thematic analysis was conducted by looking for descriptive and recurring patterns in the material which was conducted with a constructionist perspective in mind and therefore regarding the material as stories or narratives.

Results: Five focus group interview sessions were conducted. One the thematic findings that were notably both emerging and recurring were stories about a personal history of letting the games take over their lives completely and with that the negative social consequences that followed. Another theme that emerged both within groups and among the different groups were the actual need for playing their online games. The act of playing the games or “gaming” were regarded as a something that hold them together, both individually but also in a greater social context. The act of gaming was something that can calm a frenzied state of mind or just be a door to something that they felt never would experience otherwise. A life without the games would be an ominous reality which was speculatively associated with both graver psychic illness and a severely impaired well-being.

Conclusions: The young participants of this study gives a rather complex picture of their relation to their online games. Many of them know the backside of the games but still values them very highly due to their different features which enables them to experience a more highly-functioning everyday life.

Place, publisher, year, edition, pages
2017.
Keyword [en]
Disability studies, online gaming, participation, empowerment
Keyword [sv]
Handikappforskning, onlinespel, delaktighet, empowerment
National Category
Social Work
Identifiers
URN: urn:nbn:se:liu:diva-137235OAI: oai:DiVA.org:liu-137235DiVA: diva2:1094211
Conference
NNDR 14th Research Conference, May 3-5, 2017, Örebro, Sweden
Projects
Onlinespelvanor hos unga med intellektuell funktionsnedsättning och dess effekter på självbild och hälsa
Available from: 2017-05-09 Created: 2017-05-09 Last updated: 2017-05-18Bibliographically approved

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf