Playing Apart Together: Young People’s Online Gaming During the COVID-19 Lockdown

T. Bengtsson, L. H. Bom, Lars Fynbo
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引用次数: 24

Abstract

The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming’s role in young people’s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young people’s gaming practices were beneficial (a) in allowing the young people to maintain a social life and (b) in providing a legitimate social space for maintaining friendships and/or coping with boredom. The findings demonstrate that young people who engage with online gaming are capable of adapting to fundamental changes to society to fulfil their social needs and aspirations, including during a pandemic.
一起分开玩:新冠肺炎封锁期间年轻人的网络游戏
COVID-19大流行导致世界各国启动社会封锁,特别是在2020年春季。本文关注的是网络游戏在丹麦封锁期间年轻人生活中的作用。在实践理论框架的指导下,对35名年轻人(16-19岁)的采访进行了分析,研究了游戏是如何在无事可做的情况下被证明是一件事。分析发现,年轻人的游戏实践是有益的:(1)允许年轻人维持社交生活;(2)为维持友谊和/或应对无聊提供合法的社交空间。调查结果表明,参与在线游戏的年轻人能够适应社会的根本变化,以满足他们的社会需求和愿望,包括在大流行期间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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