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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

"Fet, ful och asocial .." : En diskursanalytisk studie om stereotypa konstruktioner och attribuerande av datorspelande individer

Wetterhus Ravinale, Jesper, Håkansson, Nicklas January 2015 (has links)
Studien syftade till att skapa en förståelse för vilka stereotyper som datorspelare tillskriver sig själva och andra. Detta har synliggjorts genom att visa hur olika stereotyper ges uttryck samt hur datorspelare, genom språkanvändning, positionerar sig själva och andra i relation till dessa stereotyper. Frågan om internets ökade roll för datorspelsvärldens intensiva utveckling utgör en intressant fråga för det socialpsykologiska fältet. Internet skapar en plattform för öppen diskussion och det är intressant för det socialpsykologiska fältet att studera hur dessa diskussioner utspelar sig och hur de medverkar till att forma vad som ses som sanning. Tidigare forskning på ämnet har genomsyrats av kvantitativa och psykologiska tillvägagångssätt och har visat att det fortfarande finns mycket att lära om hur stereotyper används och ges uttryck i det vardagliga livet. Som grund för vår teoretiska referensram låg socialkonstruktionismen och dess teorier. Studien har fokuserat på diskussioner och kommentarer uttryckta i text där den kritiska diskursanalysen utgjort en lämplig metod med hänsyn till syftet. Med hjälp av analysverktygen tolkningsrepertoar och subjektsposition har vi kunnat visa hur yttranden och avståndstaganden i vårt material utmynnade i olika stereotypa beskrivningar som datorspelande individer använde för att beskriva sig själva och andra. De stereotypa utsagor som studien tagit del av har främst varit inriktade på diskriminering mellan kön, ålder och etnicitet men även talat för ett stigma gentemot datorspelande i allmänhet. Resultatet kopplades slutligen till en större samhällelig kontext. / This study aimed to create an understanding of the stereotypes that video game players attribute to themselves and others. This was revealed by demonstrating how different stereotypes were given expression as well as how video game players used language to position themselves in relation to these stereotypes. The increased role that the internet plays in the intensive worldwide development of video games is an interesting question for the field of social psychology. The internet creates a platform that provides room and opportunity for public discussion and it is interesting for the field of social psychology to study how these discussions take place and how they help shape what can be considered as truth. Previous research on the subject of video game stereotypes has been permeated by quantitative and psychological approaches and has revealed that there is still much to learn when it comes to understanding how stereotypes are used and expressed in everyday life. Our theoretical framework consisted of social constructionism and its theories. Our study focused on written discussions and comments expressed on online gaming forums, where critical discourse analysis provided an appropriate method in relation to the purpose of the study. By using the analytical tools interpretative repertoires and subject positions we managed to distinguish how there exists different stereotypes of video game players and how those stereotypes came to affect how players describe themselves and others. The stereotypical assertions that the study took part of were primarily focused on discrimination between gender, age and ethnicity, but also showed the existence of a stigma towards video gaming in general. Our result was then transferred to a larger social context.
2

Vad tycker Mario om bibliotek? : Onlinespelares användning och uppfattning av bibliotek / What do Mario think about libraries? : Gamers use and perceptions about libraries?

Rodebrand, Anna, Jennische, Klara January 2014 (has links)
The aim of this thesis is to fill a knowledge gap regarding how online players use libraries, their attitude towards libraries and what they want out of future libraries. We see it as a problem that the library world of today does not have much knowledge about an audience that is so prevalent in society.The theory used in the thesis is Henrik Jochumsen, Casper Rasmussen Hvenegaard & Dorte Skot-Hansens model that divides libraries into four functions. The four functions are meetings, knowledge, inspiration and experiences. In the analysis we added a suggested fifth function, a digital space, giving the digital interaction and information needs of today´s society. The method was focus groups on online forums for gamers. We used a semi-structured interview guide in two different forums. Nine gamers in total replied in our strings in the forums. The result shows a great interest in the fifth room, even if the target group still uses libraries and they have a need for the four functions in the model and a physical room as well.The conclusion is that online gamers use the library today and they see that all the four functions from the model are relevant. If libraries were to add a digital library space the gamers interest for and use of libraries might increase because it is a function that suits them and their needs. / Program: Bibliotekarie

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