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Retrospelsamlande: En etnologisk studie av identitetsskapande hos personer som samlar på äldre tv- och datorspel

Moberg, Hanna LU (2018) ETNK02 20172
Division of Ethnology
Abstract
Retro game collecting
An ethnological study of the creation of an identity by people who collect older video and computer games

The purpose of this ethnological thesis is to examine and analyse how the meaning of the informants' retro video game collections is created, what is considered valuable in the retro game collecting community and how this community affects the informants’ creation of an identity as retro game collectors. Three theories have been used to analyse the empirical material. These theories are Russel Belk’s the extended self, Herbert Blumer’s symbolic interactionism and Pierre Bourdieu’s capital and field. With the aid of these theories the analysis concludes that the informants act towards their collections based on... (More)
Retro game collecting
An ethnological study of the creation of an identity by people who collect older video and computer games

The purpose of this ethnological thesis is to examine and analyse how the meaning of the informants' retro video game collections is created, what is considered valuable in the retro game collecting community and how this community affects the informants’ creation of an identity as retro game collectors. Three theories have been used to analyse the empirical material. These theories are Russel Belk’s the extended self, Herbert Blumer’s symbolic interactionism and Pierre Bourdieu’s capital and field. With the aid of these theories the analysis concludes that the informants act towards their collections based on the meaning that they have for the collectors. The collections gain or change meaning for the collectors by social interaction with other people and by individual interpretation of that interaction. The informants are a part of the retro game collecting community, which contains different kinds of capital. The capitals that are considered most valuable in the community are social capital, embodied cultural capital and cultural capital in the form of objects. The community also contains internal hierarchies based on who is considered a good collector. You are considered a good or a bad collector based on what you do and how you act rather than what you own. Their material collection and the friends gained in the community are meaningful for the informants and takes up a lot of their time, energy and money. They therefor become a big part of the informants’ lives and extended selves, which plays a large role in the creation of an identity as retro game collectors. (Less)
Please use this url to cite or link to this publication:
author
Moberg, Hanna LU
supervisor
organization
course
ETNK02 20172
year
type
M2 - Bachelor Degree
subject
keywords
Video games, Retro games, Collecting, Community, Identity
language
Swedish
id
8933334
date added to LUP
2018-01-25 15:08:41
date last changed
2018-01-25 15:08:41
@misc{8933334,
  abstract     = {{Retro game collecting
An ethnological study of the creation of an identity by people who collect older video and computer games

The purpose of this ethnological thesis is to examine and analyse how the meaning of the informants' retro video game collections is created, what is considered valuable in the retro game collecting community and how this community affects the informants’ creation of an identity as retro game collectors. Three theories have been used to analyse the empirical material. These theories are Russel Belk’s the extended self, Herbert Blumer’s symbolic interactionism and Pierre Bourdieu’s capital and field. With the aid of these theories the analysis concludes that the informants act towards their collections based on the meaning that they have for the collectors. The collections gain or change meaning for the collectors by social interaction with other people and by individual interpretation of that interaction. The informants are a part of the retro game collecting community, which contains different kinds of capital. The capitals that are considered most valuable in the community are social capital, embodied cultural capital and cultural capital in the form of objects. The community also contains internal hierarchies based on who is considered a good collector. You are considered a good or a bad collector based on what you do and how you act rather than what you own. Their material collection and the friends gained in the community are meaningful for the informants and takes up a lot of their time, energy and money. They therefor become a big part of the informants’ lives and extended selves, which plays a large role in the creation of an identity as retro game collectors.}},
  author       = {{Moberg, Hanna}},
  language     = {{swe}},
  note         = {{Student Paper}},
  title        = {{Retrospelsamlande: En etnologisk studie av identitetsskapande hos personer som samlar på äldre tv- och datorspel}},
  year         = {{2018}},
}