Online Games: Modern Media Worlds of Young People

Chapter

Abstract

Today, online gaming is an everyday activity for most youth. This chapter presents empirical data from the Media Convergence Monitoring of young people’s use of online games and possible subjective processes of appropriation. The results are based on quantitative and qualitative methods: an online survey and qualitative interviews with online gamers from the age of 10 to 22. It will be shown how much time young people spend playing online games and how they integrate the games into their everyday life. Another question refers to the preferred online game genres and favourite games of young people. The social aspects of online gaming will be focused on: How do young people maintain and set up social relationships, and what is the relevance of playing in gamer groups? Finally, in addition to the positive opportunities of online gaming, adolescents’ problematic experiences from playing online games will be outlined.

Keywords

Young People Online Game Online Gamer Game World Game Group 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Gameography

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  7. World of Warcraft. (2004). Blizzard Entertainment (Dev.); Vivendi (Pub.).Google Scholar

Copyright information

© Springer Science+Business Media B.V. 2012

Authors and Affiliations

  1. 1.Media Scientist and Media PedagogueLeipzigGermany

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