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Playing video games together with others: Differences in gaming with family, friends and strangers
Stockholms universitet, Samhällsvetenskapliga fakulteten, Sociologiska institutionen.
2015 (engelsk)Inngår i: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 7, nr 3, 259-277 s.Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

This empirical study investigates social digital gaming habits through a national survey of Swedes aged 12–100. The enquiry concerns patterns of gaming and compares playing with different co-players in order to map out this growing practice among the general population. Logistic regression models are used to analyse the data. Results show support for the importance of separating different social gaming contexts according to the relational status of co-players: whom people play games with – family, friends or strangers – affects how players engage with games. Social gamers were younger, had higher achieved education, were more dedicated and spent more time on gaming. Furthermore, contrary to expectations, male gamers are more social than female gamers. Results show how digital gaming adapts to life rather than the other way around. Finally, digital gaming is shown to be situated in a complex weave of interactions and structures that go over and beyond the gaming itself.

sted, utgiver, år, opplag, sider
2015. Vol. 7, nr 3, 259-277 s.
Emneord [en]
computer games, digital games, survey, leisure, digital communication, co-player
HSV kategori
Identifikatorer
URN: urn:nbn:se:su:diva-122456DOI: 10.1386/jgvw.7.3.259_1ISI: 000375659500003OAI: oai:DiVA.org:su-122456DiVA: diva2:866439
Prosjekter
Social Relationships in the Network Society
Forskningsfinansiär
Forte, Swedish Research Council for Health, Working Life and Welfare
Tilgjengelig fra: 2015-11-02 Laget: 2015-11-02 Sist oppdatert: 2017-12-01bibliografisk kontrollert

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