2020
DOI: 10.1177/1354856520979482
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Children’s gaming involves much more than the gaming itself: A study of the metagame among 12- to 15-year-old children

Abstract: In addition to gaming, there are many other activities around digital games. These metagame activities have so far been studied from the perspective of single metagame phenomena and rarely from the perspective of the children who play digital games. This exploratory, qualitative study provides an overview of children’s metagame activities. A total of 142 children’s essays and lists of their metagame activities were analyzed using qualitative content analysis. The children’s metagame activities included game-en… Show more

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Cited by 22 publications
(25 citation statements)
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References 45 publications
(70 reference statements)
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“…Young people's gaming activities during the lockdown contain a broad spectrum of different activities with different aims, like being with friends and making time pass in fun and meaningful ways. Thus, our study contributes to the literature finding that gaming activities are not merely about in-game activities but connect to the young people's everyday lives (such as Kahila et al, 2020).…”
Section: Discussionmentioning
confidence: 58%
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“…Young people's gaming activities during the lockdown contain a broad spectrum of different activities with different aims, like being with friends and making time pass in fun and meaningful ways. Thus, our study contributes to the literature finding that gaming activities are not merely about in-game activities but connect to the young people's everyday lives (such as Kahila et al, 2020).…”
Section: Discussionmentioning
confidence: 58%
“…We define online gaming as a social practice-a set of activities taking place in both the physical and online worlds (Kahila et al, 2020). A whole set of what can be seen as trivial or even meaningless activities is grouped together to form the practice of gaming (Couldry, 2004).…”
Section: Theoretical Framework: Online Gaming As a Social Practicementioning
confidence: 99%
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“…Digital game-related information-seeking is a common metagame activity (Kahila et al 2020). Wilson (2000, 1) defines information-seeking as "the purposive seeking for information as a consequence of a need to satisfy some goal".…”
Section: Introductionmentioning
confidence: 99%