Abstract

The present discourse analysis is based on eight focus-group interviews with 32 teenagers where use of and preferences for digital games were discussed. The focus is on how teenagers take stances on digital games and present themselves as players. The main findings are that teenagers position themselves as ‘ordinary’ teenage players who have extensive experience and knowledge of playing various types of games, who play for fun, and who are in control of their playing. The construction of the ordinary teenage player is made in contrast to the hardcore player. The analysis also shows that teenagers display cultural knowledge of what is considered acceptable, as well as problematic stances on digital games and playing.

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