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Sociala relationer genom datorspelande

Ulvros, Gabriel LU (2015) SOCK01 20151
Sociology
Abstract
This exploratory paper examines the research question Why do people play computer games with each other over the Internet? and what do they gain from it, especially when they don't know each other and only interact very briefly. The study tries to portray the social aspects of the interviewees gaming, and their experiences and thoughts thereabout. Aspects concerning video game addiction is also addressed.
Six computer players were interviewed. Their stories have been analysed using Georg Simmel's theories about loneliness and exchange between people, George Herbert Mead's theories of how we create the self and the generalized other, and Richard Bartle's quadrant model of player types.
The analysis suggests that internet gaming is used... (More)
This exploratory paper examines the research question Why do people play computer games with each other over the Internet? and what do they gain from it, especially when they don't know each other and only interact very briefly. The study tries to portray the social aspects of the interviewees gaming, and their experiences and thoughts thereabout. Aspects concerning video game addiction is also addressed.
Six computer players were interviewed. Their stories have been analysed using Georg Simmel's theories about loneliness and exchange between people, George Herbert Mead's theories of how we create the self and the generalized other, and Richard Bartle's quadrant model of player types.
The analysis suggests that internet gaming is used to reflect upon and develop the self and increase understanding of others. To some extent it seems to boost feelings of self-confidence and belonging. Collaboration seems to be more important and stimulating than to compete and win. The most important aspect for the participants seems to be practice of social relationships with friends they also meet offline. They all make a clear distinction between what they call real friends and online friends. Addiction seems to be a somewhat conscious escapism that stem from other problems and is associated with less gaming with closer friends in favour of gaming offline or with strangers. (Less)
Abstract (Swedish)
Denna explorativa uppsats undersöker forskningsfrågan Varför vill människor spela datorspel med varandra över internet? och vad de får ut av det, i synnerhet med främlingar de bara har ytterst tillfällig kontakt med. Undersökningen försöker skildra den sociala aspekten av informanternas spelande, och deras upplever och tankar därikring. Aspekter av datorspelsberoende behandlas även.
Sex datorspelare djupintervjuades. Deras berättelser har analyserats med hjälp av Georg Simmels teorier om ensamhet och utbytet mellan människor, George Herbert Meads teorier om hur vi skapar jaget och den generaliserade andre, samt Richard Bartles fyrfältsmodell om spelartyper.
Det kan vara så att datorspel över internet används för att spegla och utveckla... (More)
Denna explorativa uppsats undersöker forskningsfrågan Varför vill människor spela datorspel med varandra över internet? och vad de får ut av det, i synnerhet med främlingar de bara har ytterst tillfällig kontakt med. Undersökningen försöker skildra den sociala aspekten av informanternas spelande, och deras upplever och tankar därikring. Aspekter av datorspelsberoende behandlas även.
Sex datorspelare djupintervjuades. Deras berättelser har analyserats med hjälp av Georg Simmels teorier om ensamhet och utbytet mellan människor, George Herbert Meads teorier om hur vi skapar jaget och den generaliserade andre, samt Richard Bartles fyrfältsmodell om spelartyper.
Det kan vara så att datorspel över internet används för att spegla och utveckla sig själv och öka förståelsen för andra. Till viss del verkar spelande öka känslor av självförtroende och samhörighet. Samarbete framstår som viktigare och mer utvecklande än att tävla och vinna. För informanterna förefaller den viktigaste aspekten vara att utöva sociala relationer med vänner de även träffar utanför internet. Samtliga gör tydlig skillnad på vad de kallar riktiga kompisar och nätkompisar.
Beroende verkar vara en delvis medveten verklighetsflykt som bottnar i andra problem och vara kopplat till mindre spelande med bekanta till förmån för ökat spelande offline eller med okända. (Less)
Please use this url to cite or link to this publication:
author
Ulvros, Gabriel LU
supervisor
organization
course
SOCK01 20151
year
type
M2 - Bachelor Degree
subject
keywords
relationer, datorspel, internet, online, datorspelsberoende, socialisering, jaget friendship, social relations, social interaction, computer games, video game addiction, socialization, self
language
Swedish
id
8521557
date added to LUP
2016-05-27 10:21:56
date last changed
2016-05-27 10:21:56
@misc{8521557,
  abstract     = {{This exploratory paper examines the research question Why do people play computer games with each other over the Internet? and what do they gain from it, especially when they don't know each other and only interact very briefly. The study tries to portray the social aspects of the interviewees gaming, and their experiences and thoughts thereabout. Aspects concerning video game addiction is also addressed.
 Six computer players were interviewed. Their stories have been analysed using Georg Simmel's theories about loneliness and exchange between people, George Herbert Mead's theories of how we create the self and the generalized other, and Richard Bartle's quadrant model of player types.
 The analysis suggests that internet gaming is used to reflect upon and develop the self and increase understanding of others. To some extent it seems to boost feelings of self-confidence and belonging. Collaboration seems to be more important and stimulating than to compete and win. The most important aspect for the participants seems to be practice of social relationships with friends they also meet offline. They all make a clear distinction between what they call real friends and online friends. Addiction seems to be a somewhat conscious escapism that stem from other problems and is associated with less gaming with closer friends in favour of gaming offline or with strangers.}},
  author       = {{Ulvros, Gabriel}},
  language     = {{swe}},
  note         = {{Student Paper}},
  title        = {{Sociala relationer genom datorspelande}},
  year         = {{2015}},
}