This study was conducted to explore the identity of gamers. The purpose of the survey was to: Explore the identity gamer. What it takes to develop this identity, and I answered this purpose with help from three questions. To answer these questions four life-stories were made were the interviewees told about their identity progression from childhood to adulthood. After all the information was received, it was sort out together with my four chosen theories: Identity, field/habitus, personal life and stigma. Based on my analysis, I could draw some conclusions. In these cases, the identity begun early, but initially in a more playful manner that later developed to become part of their self-identity. There is also a difference between playing games and being a gamer, it must meet certain requirements in the form of capital to be included in this field. The identity gamer can be created both as self-identity but most importantly in social contexts. This identity has been stigmatized. The stigma was created based on a stereotype that does not represent a fair picture of what a gamer really is. Words such as: isolated, lonely and weird was common and these words did not fit the typical gamer. Gamers have over the years been more freed from this stigma and the interviewees present some means to fight it. This study wants to present gamers in their true identity of what it means to be a gamer.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:kau-66991 |
Date | January 2018 |
Creators | Lidström, Michaela |
Publisher | Karlstads universitet, Institutionen för sociala och psykologiska studier (from 2013) |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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