Data- och tv-spel – ett socialt problem eller underhållning? : En kritisk diskursanalys i svensk dags - och kvällspress från år 2002 - 2014
(2015) SOPA63 20151School of Social Work
- Abstract
- The aim of this study has been to scrutinize how Swedish media portrays computer, -and video games in debate articles. This study will therefore define our interpretations of how debate articles in Swedish press describes computer, -and video games and whether or not they are depicted as originators of social problems or tools of development. We have also chosen to analyze debate articles from 2002 to 2014 in order to detect possible differences in the description of computer, -and video games by the chosen period of time. The study is based on Norman Fairclough´s critical discourse model where the textual analysis is the most prominent dimension in our inquiry. Another cornerstone for our analysis is the claims-making-theory that... (More)
- The aim of this study has been to scrutinize how Swedish media portrays computer, -and video games in debate articles. This study will therefore define our interpretations of how debate articles in Swedish press describes computer, -and video games and whether or not they are depicted as originators of social problems or tools of development. We have also chosen to analyze debate articles from 2002 to 2014 in order to detect possible differences in the description of computer, -and video games by the chosen period of time. The study is based on Norman Fairclough´s critical discourse model where the textual analysis is the most prominent dimension in our inquiry. Another cornerstone for our analysis is the claims-making-theory that complement Norman Fairclough´s critical discourseanalysis model. We found four presential discourses that could demonstrate that the debate about computer, -and video games is diffused and that there are dissimilar conceptions of computer, -and video games in society.
The prominent discourses that we found are discourses regarding game violence, sexism, a cultural discourse and a profound discourse concerning positive development opportunities coming with computer and videogames. There were also some sub-discourses such as health discourses, a school discourse and failing grades, which emphasized the prominent head discourses. The results depicted a gradually changing debate climate where the positive outlook on computer and video games is more dominant in later debates. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/5469525
- author
- Halilovic, Ramajana LU and Nord, Leo LU
- supervisor
- organization
- course
- SOPA63 20151
- year
- 2015
- type
- M2 - Bachelor Degree
- subject
- keywords
- Keywords: Computer and video games, debate, social problems, discourses, critical discourse analysis Nyckelord: Data- och tv-spel, debatt, sociala problem, diskurser, kritisk diskursanalys
- language
- Swedish
- id
- 5469525
- date added to LUP
- 2015-06-16 16:19:11
- date last changed
- 2015-06-18 14:04:26
@misc{5469525, abstract = {{The aim of this study has been to scrutinize how Swedish media portrays computer, -and video games in debate articles. This study will therefore define our interpretations of how debate articles in Swedish press describes computer, -and video games and whether or not they are depicted as originators of social problems or tools of development. We have also chosen to analyze debate articles from 2002 to 2014 in order to detect possible differences in the description of computer, -and video games by the chosen period of time. The study is based on Norman Fairclough´s critical discourse model where the textual analysis is the most prominent dimension in our inquiry. Another cornerstone for our analysis is the claims-making-theory that complement Norman Fairclough´s critical discourseanalysis model. We found four presential discourses that could demonstrate that the debate about computer, -and video games is diffused and that there are dissimilar conceptions of computer, -and video games in society. The prominent discourses that we found are discourses regarding game violence, sexism, a cultural discourse and a profound discourse concerning positive development opportunities coming with computer and videogames. There were also some sub-discourses such as health discourses, a school discourse and failing grades, which emphasized the prominent head discourses. The results depicted a gradually changing debate climate where the positive outlook on computer and video games is more dominant in later debates.}}, author = {{Halilovic, Ramajana and Nord, Leo}}, language = {{swe}}, note = {{Student Paper}}, title = {{Data- och tv-spel – ett socialt problem eller underhållning? : En kritisk diskursanalys i svensk dags - och kvällspress från år 2002 - 2014}}, year = {{2015}}, }