Högskolan i Skövde

his.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
“Spelar vi tillsammans så tänker jag att det här kan nog gå bra men spelar jag själv så det här kan ju gå åt alla håll och kanter”:: En kvalitativ studie om sociala interaktioner, roller och affektiva reaktioner inom gaming i etablerade samt icke-etablerade lag
University of Skövde, School of Health Sciences.
University of Skövde, School of Health Sciences.
2022 (Swedish)Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesisAlternative title
"If we play together, I think this can probably go well, but if I play by myself then this can go in every direction’’: : A qualitative study of social interactions, roles and affective reactions in gaming in established and non-established teams (English)
Abstract [sv]

Gaming är ett ständigt växande fenomen som för tillfället omfattar ca 2,5 till 3,25 miljarder gamers. En central aspekt av gaming är konkurrens och detta har senare utvecklats till E-sport. Tidigare forskning inom gaming inriktar sig ofta på negativa aspekter av fenomenet, men med tanke på att bilden av en gamer har förändrats under senare tid där de gick från att ses som en hobby för socialt utkastade till att klassas som officiella atleter i bland annat USA (Svenska e-sportförbundet 2021) saknas det viss forskning med tyngdpunkt på de positiva aspekterna av gaming. Syftet med denna studie var att jämföra sociala interaktioner, roller och affektiva reaktioner mellan etablerade respektive icke-etablerade e-sportlag. Detta undersöktes med utgångspunkt i de socialpsykologiska teorierna social interaktion, samarbetsbeteende , roller och rolltagning, teamwork och affektteori om socialt utbyte. Två fokusgrupper och fyra semistrukturerade intervjuer med totalt tolv respondenter genomfördes på ett urval där fokusgrupperna var etablerade lag och respondenterna till de semistrukturerade intervjuerna tillhörde icke-etablerade lag. Resultatet i undersökningen visar att sociala interaktioner, roller och affektiva reaktioner i etablerade lag tenderar att vara mer öppna, konsekventa och positiva, jämfört med i icke-etablerade lag. Mest sannolikt beror detta på de tidigare relationerna och kunskapen om varandra som finns i etablerade lag, något som de icke-etableradelagen saknar. 

Abstract [en]

The phenomenon of gaming is continuously expanding and currently includes an approximate of 2,5 to 3,25 billion gamers worldwide. A central concept of gaming is competition which has then evolved into e-sport. Previous research of gaming tend to focus on the negative aspects of the phenomenon. Considering, however, that the view of a gamer has changed during recent times where gaming has previously been seen as a hobby for the socially excluded for now to be classified as official athletes, for instance in the USA (Svenska e-sportförbundet, 2021), there is a need to conduct research looking at the positive aspects of gaming.The purpose of this study was to compare the social interactions, roles and affective reactions between established and non-established e-sports teams. This was investigated on the basis of the social psychological theories social interaction, cooperative behavior, roles and role-taking, teamwork and affect theory of social exchange. Two focus groups and four semi-structured interviews with a total of twelve participants were conducted on a sample where the focus groups were established teams and the respondents to the semi-structured interviews belonged to non-established teams.The results of the study show that social interactions, roles and affective reactions in established teams tend to be more open, consistent and positive overall. This is most likely due to the previous relationships and knowledge of each other that exists in established teams, something that the non-established teams lack. 

Place, publisher, year, edition, pages
2022. , p. 42
Keywords [en]
social interaction, role-taking, affective reactions, e-sport, gaming
Keywords [sv]
social interaktion, rolltagning, affektiva reaktioner, e-sport, gaming
National Category
Social Psychology
Identifiers
URN: urn:nbn:se:his:diva-21160OAI: oai:DiVA.org:his-21160DiVA, id: diva2:1659618
Subject / course
Social Psychology
Educational program
Social Psychology - Study Programme
Supervisors
Examiners
Available from: 2022-05-20 Created: 2022-05-20 Last updated: 2022-05-20Bibliographically approved

Open Access in DiVA

fulltext(450 kB)160 downloads
File information
File name FULLTEXT01.pdfFile size 450 kBChecksum SHA-512
e3077fb7274b420c814632f3f7a8f04f74caf5db5e72412d8874505318fd121698add565c4e66ca28f4d60de973ac634d9b7fecc549e9d0c64fef420938590f1
Type fulltextMimetype application/pdf

By organisation
School of Health Sciences
Social Psychology

Search outside of DiVA

GoogleGoogle Scholar
Total: 160 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 533 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf