The process of negotiating and balancing digital play in everyday life: Adolescents' narratives.

IF 1.9 4区 医学 Q2 REHABILITATION
Fiona M Loudoun, M Larsson-Lund, B Boyle, A Nyman
{"title":"The process of negotiating and balancing digital play in everyday life: Adolescents' narratives.","authors":"Fiona M Loudoun, M Larsson-Lund, B Boyle, A Nyman","doi":"10.1080/11038128.2024.2435922","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Everyday lives of adolescents reflects a pattern and balance of occupations across the awake-sleep continuum. Despite ongoing discussions regarding overconsumption, play in digital spaces is an occupation of choice for many adolescents.</p><p><strong>Aim: </strong>To explore and identify how the meaning of playing video games is situated in adolescents' everyday life.</p><p><strong>Material and method: </strong>Five participants aged 16-17 years were recruited. Data was generated through interviews and encounters using recorded clips of their play in digital spaces. Narrative analysis was utilised to explore the stories of adolescent's digital play in everyday life.</p><p><strong>Results: </strong>The overall plot of 'bridging the divide' represents and symbolises how play in the digital space is integrated in adolescents' everyday life as they negotiate and balance the habits and routines of everyday life. Four storylines help demonstrate the stories told.</p><p><strong>Conclusion: </strong>Playing in digital spaces enabled the participants to be part of an ongoing story where meaning could be negotiated and created. Play was interwoven in the complexity of routines reflecting the importance of examining the integrated whole of adolescents' everyday life.</p><p><strong>Significance: </strong>These findings are significant in shifting current assumptions and discourses of how digital play is situated in everyday life.</p>","PeriodicalId":49570,"journal":{"name":"Scandinavian Journal of Occupational Therapy","volume":"31 1","pages":"2435922"},"PeriodicalIF":1.9000,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Scandinavian Journal of Occupational Therapy","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1080/11038128.2024.2435922","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2024/12/9 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"REHABILITATION","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Everyday lives of adolescents reflects a pattern and balance of occupations across the awake-sleep continuum. Despite ongoing discussions regarding overconsumption, play in digital spaces is an occupation of choice for many adolescents.

Aim: To explore and identify how the meaning of playing video games is situated in adolescents' everyday life.

Material and method: Five participants aged 16-17 years were recruited. Data was generated through interviews and encounters using recorded clips of their play in digital spaces. Narrative analysis was utilised to explore the stories of adolescent's digital play in everyday life.

Results: The overall plot of 'bridging the divide' represents and symbolises how play in the digital space is integrated in adolescents' everyday life as they negotiate and balance the habits and routines of everyday life. Four storylines help demonstrate the stories told.

Conclusion: Playing in digital spaces enabled the participants to be part of an ongoing story where meaning could be negotiated and created. Play was interwoven in the complexity of routines reflecting the importance of examining the integrated whole of adolescents' everyday life.

Significance: These findings are significant in shifting current assumptions and discourses of how digital play is situated in everyday life.

日常生活中数字游戏的协商和平衡过程:青少年的叙事。
背景:青少年的日常生活反映了清醒-睡眠连续体中职业的模式和平衡。尽管关于过度消费的讨论正在进行,但对许多青少年来说,在数字空间玩游戏是一种选择。目的:探索和识别玩电子游戏在青少年日常生活中的意义。材料与方法:招募年龄16-17岁的受试者5人。数据是通过在数字空间中录制他们的游戏片段的采访和接触产生的。运用叙事分析的方法探讨青少年在日常生活中的数字游戏故事。结果:“弥合鸿沟”的整体情节代表并象征着数字空间中的游戏如何融入青少年的日常生活,因为他们在日常生活的习惯和日常生活中进行协商和平衡。四个故事线有助于展示所讲的故事。结论:在数字空间中玩游戏使参与者成为正在进行的故事的一部分,在这个故事中可以协商和创造意义。游戏与复杂的日常生活交织在一起,反映了检查青少年日常生活整体的重要性。意义:这些发现对于改变当前关于数字游戏在日常生活中的地位的假设和话语具有重要意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
3.40
自引率
15.80%
发文量
45
审稿时长
6-12 weeks
期刊介绍: The Scandinavian Journal of Occupational Therapy is an internationally well-recognized journal that aims to provide a forum for occupational therapy research worldwide and especially the Nordic countries. Scandinavian Journal of Occupational Therapy welcomes: theoretical frameworks, original research reports emanating from quantitative, qualitative and mixed methods studies, literature reviews, case studies, presentation and evaluation of instruments, evaluation of interventions, learning and teaching in OT, letters to the editor.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信