Datorspelande som bildning och kultur : en hermeneutisk studie av datorspelande

Detta är en avhandling från Örebro : Örebro universitetsbibliotek

Sammanfattning: The aim of the dissertation is to understand the playing of computer games based on its own conditions, and questions are asked such as what is the meaning constructed around playing and themselves as players, what is the social construction of playing and how can playing computer games be understood from the perspective of youth culture? A basic interest in the thesis is to contribute to the understanding of Bildung in an informal context outside the institutions, activities and genres that traditionally stand for Bildung.The empirical investigation that forms the basis of this thesis i in the form of presence at various LANs and interviews with players. The research perspective includes a hermeneutic point of departure and playing computer games is interpreted and understood from three perspectives: playing computer games as a meaning of Bildung (play and mimesis), as social meaning (friendship and community) and as cultural (style).The results demonstrates that playing computer games is something the player does to relax, to have fun and it makes the time that passes meaningful. For dedicated players, playing computer games is a longing for community. To be a member of a community provides the opportunity to become someone in relation to the others. To participate in the community of players is a way to achieve understanding about how one is expected to behave in a larger community, that is to say society. The players are not much interested in clothes and fashion. Alcohol and other drugs are disapproved. Not stealing from others in the LAN, helping each other and sharing both knowledge and material things are also ways of expressing style.Playing computergames is Bildung and the experiences and insights wich playing can provide should have a place in a vision regarding Bildung in our time. The teachers and the school should make use of the free-time experiences that young people take with them to school.

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