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A thesis about why people don't play and the prejudices against videogames. According to the majority of interviewees, games take up too much time, they cause addiction and they are childish. Thesis title: Non-players, a study of their reasons, time and identity
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Non-players
A study of their reasons, time and identity
Master thesis presentation
Maura BouçaMSc Games - AnalysisIT University of Copenhagen2012
Summary
- non-players in this study
- 5 reasons not to play video games
- time
- non-player identity
Non-players in this study
- portuguese immigrants in Copenhagen
- ages 17-52 (average age 40.5)
- Denmark: 4 months - 30 years
Non-players
“I don’t play anything”
“I’m not keen on games”
“I’m not an assiduous player”
“I don’t waste much time playing”
Non-players, the term
player
jogador
gamer
non-player non-gamer
Non-players, the term
player
jogador
gamer
non-player non-gamer
Non-players, the term
player
jogador
gamer
non-player non-gamer
Non-players, the term
player
jogador
gamer
non-player non-gamer
gambling, child-play, arcade games, board games, sports, etc.
Non-players don’t play
Reason 1: “I don’t have time”
Reason 3: “Games are for kids”
Reason 2: “I’m not of the digital generation”
Reason 4: “Games cause addiction”
Reason 5: “Games foster social isolation”
Frivolity of play
Electronic literacy
Education
Information overload
Digital immigrantsDigital natives
Addiction
Social Isolation
high engagement
Time
Some rights reserved by ToniVChttp://www.flickr.com/photos/tonivc/2283676770/in/photostream/
Time“I’m not of the digital generation”
“Games cause addiction”
“Games foster social isolation”
“Games are for kids”
“I don’t have time”
Time
Autobiographical Non-AutobiographicalReason 1: “I don’t have time”
Reason 3: “Games are for kids”
Reason 2: “I’m not of the digital generation”
Reason 4: “Games cause addiction”
Reason 5: “Games foster social isolation”
timing
time use
Non-player Identity
Building non-player identity
relationship with players
“games are for kids”
electronic literacy
media personality interests
experience ...
Non-players play.
- in the past
- with children
- family reunions
parenting responsibilities
social and nostalgic value
Non-player Identity
Non-player dilemma
frivolity increase electronic literacy
sign of one’s modernitychildish
waste of time skill to guide children
Frivolity of play
Electronic literacy
Education
Information overload
Digital immigrantsDigital natives
Addiction
Social Isolation
high engagement Work
Autobiographical timeNon-Autobiographical time
Timing
Time use
Identity
The “New” Digital Divide
Players Non-Players
Thank youIT University of Copenhagen
Autumn semester 2012
Maura Bouca
Frivolity of play
Electronic literacy
Education
Information overload
Digital immigrantsDigital natives
Addiction
Social Isolation
high engagement Work
Autobiographical timeNon-Autobiographical time
Timing
Time use
Identity
The “New” Digital Divide
Players Non-Players