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Att spela online-spel som kvinna: En kvalitativ studie om kvinnors upplevelser av sitt online-spelande
Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Department of Social and Psychological Studies (from 2013).
2020 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Playing online-games as a woman : A qualitative study about women’s experiences of their online-gaming (English)
Abstract [sv]

Syftet med undersökningen var att få större förståelse för kvinnors upplevelser av deras online-spelande. Studien baserades på 10 semi-strukturerade intervjuer som sedan analyserades med en tematisk analysmetod för att hitta gemensamma mönster hos kvinnorna som deltog.

Analysen resulterades i fyra teman: Känna gemenskap, Möta fördomar, Fly vardagen och Möjlighet att utvecklas. Resultaten visar att kvinnorna i studien drivs av det sociala i spelet och att ha en gemensam aktivitet med vänner och även hitta nya vänner. Resultatet visar även på fördomar som kvinnorna möter i spelvärlden men också från personer som inte spelar. Det visar även på att spelet kan användas som en copingstrategi för att hantera olika situationer. Resultatet visar även på att kvinnorna inte spelar för att vinna men att kunna prestera och utmanas i spelen är viktigt. Slutsatsen var att åtgärder bör göras så att aggressiva beteenden och påhopp på grund av kön ska upphöra. Gaming borde hanteras som en hobby vid framtida forskning och då jämföras med andra aktiviteter för att se vilka nack- och fördelar som kan finnas.

Abstract [en]

The aim with this study was to explore women’s experiences with their online-gaming. The study was based on 10 semi-structures interviews and was analyzed by using a thematic analysis method to find patterns within the data.

The analysis resulted in four themes: The sense of community, Confronting prejudice, Escaping reality and Ability to evolve. The result shows that the women participating in this study are driven by the social aspects of gaming and to find a mutual activity with friends, and also to find new friends. The result also shows that the women have to face prejudice in the gaming community but also from people who do not play, like family and friends. The result is showing that gaming can be used as a coping strategy to handle situations in life. The women in this study were not playing mainly to win but to be able to perform well and being challenged in the game is important. The conclusion was that aggressive behavior and insults because of gender needs to end trough different measures. Gaming should be considered as a hobby for future studies and be compared with other activities. By doing so it would be possible to see what benefits and disadvantages there are when having gaming as a hobby.

Place, publisher, year, edition, pages
2020. , p. 30
Keywords [en]
online-gaming, community, prejudice, coping, achievement
Keywords [sv]
online-spel, gemenskap, fördomar, coping, prestation
National Category
Psychology
Identifiers
URN: urn:nbn:se:kau:diva-76837OAI: oai:DiVA.org:kau-76837DiVA, id: diva2:1394400
Subject / course
Psychology
Supervisors
Examiners
Available from: 2020-02-26 Created: 2020-02-18 Last updated: 2020-02-26Bibliographically approved

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CiteExportLink to record
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