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World of warcraft: en social arena
Stockholm University, The Stockholm Institute of Education.
Stockholm University, The Stockholm Institute of Education.
Responsible organisation
2007 (English)Independent thesis Basic level (degree of Bachelor)Student thesis
Abstract [en]

Onlinespelet World of Warcraft (WoW) erbjuder ungdomar en annorlunda social arena, en värld som bara existerar online. Datorspel har blivit en växande underhållning och fler ungdomar spenderar en stor del av sin fritid framför datorn. Syftet med denna studie var att undersöka hur ungdomarna spelar WoW och om de utnyttjar den sociala spelarenan som erbjuds. Genom att belysa spelet WoW, hoppas vi ge blivande pedagoger en ökad förståelse för onlinespel som är ett exempel på en växande populär fritidsyssla för barn och ungdomar idag. Vi har använt oss av kvalitativa intervjuer och observationer med sex pojkar i åldrarna 14-19 år. Pojkarna är alla aktiva spelare av WoW. Resultaten visar att sociala mötesplatser inom informationsteknikens arenor innebär att de traditionella förväntningarna och de vedertagna identiteterna kan överskridas och utmanas. Detta innebär att individen får ett allt bredare fält av erfarenheter och därav blir identitetens möjligheter fler. Intervjuerna visade att ungdomarnas främsta syfte inte var att skaffa sig kompisar bland de andra spelarna, utan att de andra spelarna mest fanns till för deras spelkaraktärer. Målet var att bli bäst!

Beskrivning: The massive multiplayer online role playing game, World of Warcraft (WoW) offers young players another social arena, a world only offered to them online. Computer games is becoming a growing entertainment for youth today, spending large amount of time in front of the computer. The intention of our essay was to investigate how youths play WoW and if they use the social arena offered to them. Looking into the game WoW, gives us as future educationalists an increased understanding of online games as an example of a growing popular leisure pursuit for children and youth today. We have used qualitative interviews including observations with six boys aged 14-19. The boys are all active players of WoW. Social meeting grounds in the areas of information technology exceed and challenge the traditional expectations and accepted identities. This means the individual receives a broader field of experiences making the possibilities of the identity expand. The interviews concluded that the main purpose for the boys was not to make more friends among other players. The other players were used only to enhance their own in game characters. The goal was to become best!

Place, publisher, year, edition, pages
2007.
Keyword [en]
wow, world of warcraft, online
Keyword [sv]
datorspel, ungdomar, ungdomskultur, socialisation, social arena
National Category
Pedagogy
Identifiers
URN: urn:nbn:se:su:diva-7993OAI: oai:DiVA.org:su-7993DiVA: diva2:199398
Uppsok
samhälle/juridik
Available from: 2008-06-10 Created: 2008-06-10Bibliographically approved

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fulltext(119 kB)738 downloads
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7ce3b0178aff61d45b7a19b0e48289a9514200fe9c98887b21cf7b1aea8320ac6f1176a3
Type fulltextMimetype application/pdf

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CiteExportLink to record
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Citation style
  • apa
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