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Nadine Jukschat,             M.A. cultural sciences             Criminological Research                                   ...
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Researching video game dependency? Some first empirical results of a qualitative interview study by Nadine Jukschat

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Researching video game dependency? Some first empirical results of a qualitative interview study by Nadine Jukschat

  1. 1. Nadine Jukschat, M.A. cultural sciences Criminological Research Researching video game dependency?Institute of Lower Saxony “The difference betweenTel.: 0049 - 511 - 34836-39 Some first empirical results of a healthy excessive ForschungsfrageE-Mail: jukschat@kfn.uni-hannover.deWeb: www.kfn.de qualitative interview study enthusiasm and addictions are that healthy excessiveBSA Medical Sociology Group annual conferenceChester 14.-16.09.2011 enthusiasm add to life whereas addictions take away from it”Current research and context (Mark Griffiths)□ Research on extensive and addictive video game behavior is dominated by neuroscience and psychology. The socio-scientific view, especially research within the qualitative approach is sadly underrepresented. But it could contribute to a better understanding of the phenomenom.□ This PhD-project is part of an extensive interdisciplinary and multi- Research methods methodical project on video game dependency by the KFN, funded by □ biographical interviews with regularly, excessively the Ministry for Science and Culture of Lower Saxony (Start July 2010). and addictively playing gamers (Schütze) □ Grounded Theory (in the tradition of Strauss/Corbin)Research questions combined with objective hermeneutics (Oevermann)The project focuses on the question under what conditions and through □ Sample: 17 gamer (10 men, 7 women); 16 to 39 yearswhich mechanisms gamers become addicted to video games. And old; 9 present or former addicts according to KFN-conversely: how and why other gamers don´t. That includes the role of the CSAS II and self-assesmentsocial setting as well as the role of the played video game in that process. professional advancement Conny ♀ * 1980 - present addict Simone ♀ * 1981 - former addict Involuntary Involuntary unemployment, and separation from family context failed (works togehter Social interaction = unemployment active search for job with her mother in the gaggle Former Insult through WoW company of her aunt) "with that patch they console game have .. mh .. they From time to time transfer into became WoW-addiction [her characters] (often disappointing) physical “I had to grow unattractive weren´t mine Facebook contact up very early “ October 2008 – september 2010 anymore“socially isolated in 2009 – In game action orientation: Two firstcontext of the “that Starts playing WoW Chat + games “When new man joined the group they always had to pole dance for us (2). Well everybody in Appreciation and recognition fromvillage “if you´re not just virtually (I: laughes) /Yes./ That was my family left Stopstaking part in anysports clubs or .. rifle funny. And then we posted Youtube-Links me“ Opportunity (first) significant others playing contrasting gaming logic: “Successful gaming“ and .. /Mhm./ Oh we had a lot of funclub or .. voluntary fire (laughes). Well as I said, I got to know a lot Affinity for resistance Erfordert : permanente Arbeit  „Hamsterradeffekt“ WoWbrigade or such a shit  Closeness-(laughing) /Mhm./ you MMORPG War of Dragons of people online. Well also .. really also people I transfered into into Real-Life later. distance problem games against WoW The game: Requires: Starts XINGactually have poor January 2010 – casesopportunities to /Mhm./ With whom I even met and from „Seduction“ - offers complex game structure Permanent work my (1) browser game, I play at the moment, Resilience new lifeestablish contact here“ 2008/2009 - provides constantly new tasks  “treadmill“ In game action orientation: game as just three weeks ago there was this big - follows a logic which is rational, with Tom “gaggle-for- party.“ all-group“ source of communication and “Like my last relaytionship ,I just ended it, calculable and predictable (performance counts,crossing the line chumminess with institutionalized he lives in [city about 600 kilometers from commitment pays off) TOMfamily interaction her place]. /Mhm./ (1) I saw him via Skypevs. distance Erfordert : permanente Arbeit  „Hamsterradeffekt“ before too. /Mhm./ But he was here only two times .. And then I decided: he´s tooearly exclusion Unsatisfactoryfrom family gaming logic: more or less irrelevant boring for me.“ Boyfriend partnership Insult initiatetd Leaves by herself relationship Plays active “let me say he did not Closeness-distance decide in favour of meproblem The game: References table tennis Stops playing but rather in favour of .. Resilience - allows permanent switching between gaming and in a club table tennis the addiction.“ Beeing a mother = communication □ Breuer, Franz (2009): Reflexive Grounded Theory. Eine Einführung in die Resilience supplying her kids (6 + 14 - Cooperation is necessary Forschungspraxis. Wiesbaden: VS Verlag für Sozialwissenschaften. years old) □ Griffiths, M. D. (2008). Videogame Addiction: Further Thoughts and Observations. International Journal of Mental Health and Addiction, 6, 183. Lack of appreciation and recognition in RL □ Oevermann, Ulrich; Allert, Tilman; Konau, Elisabeth & Krambeck, Jürgen (1979). Die Methodologie einer „objektiven Hermeneutik“ und ihre allgemeine Start of Precarious forschungslogische Bedeutung in den Sozialwissenschaften. In: Hans-Georg Start of Precarious Phase of New Trajectory Soeffner (Hrsg.), Interpretative Verfahren in den Sozial- und Textwissenschaften Trajectory Collapse Chaos excessive balance of ??? (S. 352-434). Stuttgart: J. B. Metzler excessive balance of restructuring balance potential potential gaming/chatting everyday life □ Przyborski, Aglaja & Wohlrab-Sahr, Monika (2008). Qualitative Sozialforschung: Ein Arbeitsbuch. München: Oldenbourg. gaming everyday life ??? Resilience prevents total collapse? □ Strauss, Anselm (2007): Grundlagen qualitativer Sozialforschung. Stuttgart: UTB.

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