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Dorte Marie Søndergaard

Concerns about video games in children‘s culture in Denmark and Germany

Publikation: KonferencebidragPaperForskning

Standard

Concerns about video games in children‘s culture in Denmark and Germany. / Søndergaard, Dorte Marie.

2015. Paper præsenteret ved Conference on Video Game Concerns, Bochum, Tyskland.

Publikation: KonferencebidragPaperForskning

Harvard

Søndergaard, DM 2015, 'Concerns about video games in children‘s culture in Denmark and Germany', Paper fremlagt ved Conference on Video Game Concerns, Bochum, Tyskland, 23/01/2015 - 24/01/2015.

APA

Søndergaard, D. M. (2015). Concerns about video games in children‘s culture in Denmark and Germany. Paper præsenteret ved Conference on Video Game Concerns, Bochum, Tyskland.

CBE

Søndergaard DM. 2015. Concerns about video games in children‘s culture in Denmark and Germany. Paper præsenteret ved Conference on Video Game Concerns, Bochum, Tyskland.

MLA

Søndergaard, Dorte Marie Concerns about video games in children‘s culture in Denmark and Germany. Conference on Video Game Concerns, 23 jan. 2015, Bochum, Tyskland, Paper, 2015. 13 s.

Vancouver

Søndergaard DM. Concerns about video games in children‘s culture in Denmark and Germany. 2015. Paper præsenteret ved Conference on Video Game Concerns, Bochum, Tyskland.

Author

Søndergaard, Dorte Marie. / Concerns about video games in children‘s culture in Denmark and Germany. Paper præsenteret ved Conference on Video Game Concerns, Bochum, Tyskland.13 s.

Bibtex

@conference{98c21500b1344e69a6248c078421866d,
title = "Concerns about video games in children{\textquoteleft}s culture in Denmark and Germany",
abstract = "In Denmark - attitudes expressed in public debate range from pronounced concern about the effects that the games might have - to arguments stating that players are not at all affected by the aggressive aspects of the games.Both positions seem to oversimplify the issue in a number of ways – leaving us with a level of generalization that teaches us close to nothing. My approach to the field takes a different focus and asks questions in a different way, asking: 'how do virtual games with violent content become relevant to children in their specific everyday lives – and how do children experience the possibilities and challenges of these virtual universes as part of lives together, and with adults that are themselves very occupied with violence?{\textquoteright}The analyses are based on qualitative research material, which was primarily produced through interviews with and observations of children and teenagers.The paper offers three main points about the relationship between children, violent videogames and practices of concern:1.Video games entangle everyday lives and social interaction on line with all other play activities2.The distribution and currents of violence and aggression is comprehensive and distributed – video games are just a small part of it3.Encounters and maneuverings in gaming practices take different forms.",
keywords = "video games, adult concernes about gaming among children, violent video games, imaginaries, qualitative analyses, Virtual violence, video games, video game concerns, qualitative research material, qualitative analyses, interview, observation",
author = "S{\o}ndergaard, {Dorte Marie}",
year = "2015",
month = jan,
day = "23",
language = "English",
note = "null ; Conference date: 23-01-2015 Through 24-01-2015",

}

RIS

TY - CONF

T1 - Concerns about video games in children‘s culture in Denmark and Germany

AU - Søndergaard, Dorte Marie

PY - 2015/1/23

Y1 - 2015/1/23

N2 - In Denmark - attitudes expressed in public debate range from pronounced concern about the effects that the games might have - to arguments stating that players are not at all affected by the aggressive aspects of the games.Both positions seem to oversimplify the issue in a number of ways – leaving us with a level of generalization that teaches us close to nothing. My approach to the field takes a different focus and asks questions in a different way, asking: 'how do virtual games with violent content become relevant to children in their specific everyday lives – and how do children experience the possibilities and challenges of these virtual universes as part of lives together, and with adults that are themselves very occupied with violence?’The analyses are based on qualitative research material, which was primarily produced through interviews with and observations of children and teenagers.The paper offers three main points about the relationship between children, violent videogames and practices of concern:1.Video games entangle everyday lives and social interaction on line with all other play activities2.The distribution and currents of violence and aggression is comprehensive and distributed – video games are just a small part of it3.Encounters and maneuverings in gaming practices take different forms.

AB - In Denmark - attitudes expressed in public debate range from pronounced concern about the effects that the games might have - to arguments stating that players are not at all affected by the aggressive aspects of the games.Both positions seem to oversimplify the issue in a number of ways – leaving us with a level of generalization that teaches us close to nothing. My approach to the field takes a different focus and asks questions in a different way, asking: 'how do virtual games with violent content become relevant to children in their specific everyday lives – and how do children experience the possibilities and challenges of these virtual universes as part of lives together, and with adults that are themselves very occupied with violence?’The analyses are based on qualitative research material, which was primarily produced through interviews with and observations of children and teenagers.The paper offers three main points about the relationship between children, violent videogames and practices of concern:1.Video games entangle everyday lives and social interaction on line with all other play activities2.The distribution and currents of violence and aggression is comprehensive and distributed – video games are just a small part of it3.Encounters and maneuverings in gaming practices take different forms.

KW - video games

KW - adult concernes about gaming among children

KW - violent video games

KW - imaginaries

KW - qualitative analyses

KW - Virtual violence

KW - video games

KW - video game concerns

KW - qualitative research material

KW - qualitative analyses

KW - interview

KW - observation

M3 - Paper

Y2 - 23 January 2015 through 24 January 2015

ER -