This PhD project will explore the potential for computer games as an arena for inclusion in youth.
Young people spend more time on digital surfaces, and computer culture has become an important part of young people's lives. Access to digital arenas is necessary to participate in social contexts with other children and young people.
Aspects such as gender and family economy can limit participation. Digitalization is becoming increasingly important, and some employers even consider computer gaming a valuable skill. All young people should have equal access to play computer games.
Many Norwegian youth clubs offer computer gaming as an activity for young people. Therefore, youth clubs have the potential to stimulate inclusion through digital spaces.
This project will explore the potential for computer games as an arena for inclusion in youth. This will be done by investigating how young people understand, shape and are shaped by computer games as a social arena within the framework of the youth club.
More about the project
Research questions
The project will further examine the following issues:
- What function and meaning do computer games have for young people?
- Are there gender patterns regarding how young people understand and practice computer gaming?
- What role can youth clubs play for inclusion through computer games?
Data and methods
The research questions will be addressed through the following data sources:
- Digital ethnography
- Individual in-depth interviews with 15-20 boys and girls between 15-25 who plays computer games.
- Focus group with young people. The interviews are conducted in connection to "Evaluation project Digital fritid for alle”.