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.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.