Abstract

In this mixed methods study, we investigate the impact of digital gaming on school social life among young people (17–19 year old) by combining over-time data investigating friendships as they form, with subjective experiences of friendships. We draw on one full cohort of Swedish pupils surveyed on three occasions during their first year in upper-secondary school ( n = 115) and one interview sample of 10 game users.Results indicate that how much time young people spend on gaming is not a significant factor for friendship formation in the studied sample. Moreover, high-use did not make game users socially isolated or less popular in school. We discuss how young people adhere to ideals of responsible leisure in order to become adults; practising time-management strategies to make place for time-consuming leisure while not letting it impact personal relationships.

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