2023
DOI: 10.3389/fpsyg.2023.1164992
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The light, the dark, and everything else: making sense of young people's digital gaming

Abstract: Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their ex… Show more

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Cited by 4 publications
(5 citation statements)
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“…In light of the long and troubled history of aggression linked to gaming (e.g., Mathur & VanderWeele, 2019) as well as the documented hostility of especially competitive gaming cultures, we also wish to draw attention to the crucial distinctions between emotional reactions, aggressive conduct, and malicious behaviour. Intense positive and negative emotional reactions will often occur during competitive games, and for many players they are a key part of gaming's appeal (e.g., Meriläinen & Ruotsalainen, 2023). These reactions can sometimes manifest as aggressive cognitions and conduct (Kahila et al, 2022;Moreau et al, 2023) which, assuming that they are expressed in a manner that is not hurtful to others or oneself, are not particularly problematic and can sometimes be argued to be morally justified and even empowering, such as when pushing back against discrimination.…”
Section: Discussionmentioning
confidence: 99%
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“…In light of the long and troubled history of aggression linked to gaming (e.g., Mathur & VanderWeele, 2019) as well as the documented hostility of especially competitive gaming cultures, we also wish to draw attention to the crucial distinctions between emotional reactions, aggressive conduct, and malicious behaviour. Intense positive and negative emotional reactions will often occur during competitive games, and for many players they are a key part of gaming's appeal (e.g., Meriläinen & Ruotsalainen, 2023). These reactions can sometimes manifest as aggressive cognitions and conduct (Kahila et al, 2022;Moreau et al, 2023) which, assuming that they are expressed in a manner that is not hurtful to others or oneself, are not particularly problematic and can sometimes be argued to be morally justified and even empowering, such as when pushing back against discrimination.…”
Section: Discussionmentioning
confidence: 99%
“…For the understanding of the phenomenon, it is important to note that the distinction between a perpetrator and a victim, or a 'toxic' and a 'non-toxic' player is often not a dichotomy, nor is 'toxicity' an essential quality. Player behaviour is not a constant, and those players who consider themselves well-mannered may also get swept up by the intensity of the gaming situation and at times conform to gaming culture norms that encourage hostile and aggressive behaviour (Meriläinen & Ruotsalainen, 2023), use hostility as a form of self-defence or resistance (Gray, 2018), resort to hostility in defence of others, or behave in a different manner when playing with friends than when playing with strangers. Echoing findings on traditional bullying (Walters, 2020) and cyberbullying (Ballard & Welch, 2017), there is considerable overlap between perpetration and victimization (Kordyaka et al, 2020).…”
Section: Discussionmentioning
confidence: 99%
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