Kohti pelisivistystä : Nuorten digitaalinen pelaaminen ja pelihaitat kotien kasvatuskysymyksenä
Year: 2020
Type: dissertation
Abstract: Digital gaming has become an important pastime and phenomenon especially among adolescents and young adults, and the growth of the phenomenon has brought with it new challenges for parenting. The study looks at the requirements that Finnish youth’s (aged 13–30) gaming motives, experiences of adverse effects, and gaming-related parenting place on game education. The concept of pelisivistys (being gaming literate) is presented and serves as a lens through which key issues in game education are examined. The three substudies of the study explored young people’s experiences of their gaming: why they spent time gaming, what adverse consequences they had encountered and how they viewed gaming-related parenting. The results revealed a broad range of different game players, gaming experiences, and ways of gaming. While games provided important experiences of autonomy, relatedness, and competence, they also helped kill time and alleviate boredom. Respondents who spent the most time gaming reported more adverse consequences than other respondents, but the connection between time spent gaming and adverse consequences was not linear. Time spent gaming was not a reliable predictor of adverse consequences, as gaming motives and experiences of excessive gaming were related to experiencing gaming-related harm. Young game players were aware of risks related to gaming and sought to prevent them. Based on the results, gaming does not appear to pose a significant threat to the well-being of Finnish youth on a population level, but on an individual level the effects can be considerable, especially if gaming ties in with existing problems. Experiences of gaming-related parenting varied. Parents’ attitudes towards gaming ranged from very negative to highly positive, which was reflected in parenting practices. The need for parents to both understand gaming and prevent harm was prominent in respondents’ views on gaming-related parenting. The results of the study are examined in the light of previous research and public discourse. Based on the results, suggestions are presented for game education that acknowledges the diversity of both young game players and gaming and promotes youth agency.
Source: Työväentutkimus Vuosikirja
Author: Mikko Meriläinen
Language: Finnish
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W2999078978
