Playing Apart Together: Young People’s Online Gaming During the COVID-19 Lockdown
Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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Playing Apart Together : Young People’s Online Gaming During the COVID-19 Lockdown. / Bengtsson, Tea T.; Bom, Louise H.; Fynbo, Lars.
I: Young, Bind 29, Nr. 4_suppl, 09.2021, s. S65-S80.Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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TY - JOUR
T1 - Playing Apart Together
T2 - Young People’s Online Gaming During the COVID-19 Lockdown
AU - Bengtsson, Tea T.
AU - Bom, Louise H.
AU - Fynbo, Lars
N1 - Publisher Copyright: © 2021 SAGE Publications and Young Editorial Board.
PY - 2021/9
Y1 - 2021/9
N2 - 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.
AB - 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.
KW - COVID-19
KW - gaming
KW - lockdown
KW - practice theory
KW - sociability
KW - temporality
UR - http://www.scopus.com/inward/record.url?scp=85111493645&partnerID=8YFLogxK
U2 - 10.1177/11033088211032018
DO - 10.1177/11033088211032018
M3 - Journal article
AN - SCOPUS:85111493645
VL - 29
SP - S65-S80
JO - Young
JF - Young
SN - 1103-3088
IS - 4_suppl
ER -
ID: 321825793