Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress

Computer and videogames has increased rapidly over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. When there are many users, it becomes important how the media chooses to portray the medium because it can affect how the society judges and looks at c...

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Bibliographic Details
Main Author: Söderqvist, Marlene
Format: Others
Language:Swedish
Published: Umeå universitet, Institutionen för kultur- och medievetenskaper 2015
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-101753
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spelling ndltd-UPSALLA1-oai-DiVA.org-umu-1017532015-04-14T05:10:23ZSpelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspresssweThe game of the game : A discourse analysis of how the portrayel of computer- and videogames has changed from 1994 to 2014 in daily- and evening papersSöderqvist, MarleneUmeå universitet, Institutionen för kultur- och medievetenskaper2015Computer-and videogamesdiscourse analysismoral panicspopular culturegender theoryDator- och tv-speldiskursanalysmoralpanikpopulärkulturgenusComputer and videogames has increased rapidly over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. When there are many users, it becomes important how the media chooses to portray the medium because it can affect how the society judges and looks at computer- and videogames. The purpose of this essay is to look at how the portrayal of computer- and videogames has changed in Swedish Newspapers during the period 1994-2014. How the player is being portrayed is also relevant. The method was the discourse analysis founded by Laclau and Mouffe and the material was chosen from the two biggest newspapers in Sweden, Dagens Nyheter and Aftonbladet. Theories that were used in the analysis were mainly framing, cultural studies, moral panics and theories based on gender. The result shows that there has been different kinds of portrayals of computer- and videogames from the beginning, though it was mostly negative in 1994 and 2004. When games are talked about in negative contexts the main focus is the health of children and that the games power can take players into another world. The portrayal was a lot more positive in 2014 with a focus on the beneficial parts of the games as a culture. The player was from the beginning portrayed as the stereotypic male. In 2014 women is portrayed as players, though is experiencing harassments because of their gender. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-101753application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language Swedish
format Others
sources NDLTD
topic Computer-and videogames
discourse analysis
moral panics
popular culture
gender theory
Dator- och tv-spel
diskursanalys
moralpanik
populärkultur
genus
spellingShingle Computer-and videogames
discourse analysis
moral panics
popular culture
gender theory
Dator- och tv-spel
diskursanalys
moralpanik
populärkultur
genus
Söderqvist, Marlene
Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress
description Computer and videogames has increased rapidly over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. When there are many users, it becomes important how the media chooses to portray the medium because it can affect how the society judges and looks at computer- and videogames. The purpose of this essay is to look at how the portrayal of computer- and videogames has changed in Swedish Newspapers during the period 1994-2014. How the player is being portrayed is also relevant. The method was the discourse analysis founded by Laclau and Mouffe and the material was chosen from the two biggest newspapers in Sweden, Dagens Nyheter and Aftonbladet. Theories that were used in the analysis were mainly framing, cultural studies, moral panics and theories based on gender. The result shows that there has been different kinds of portrayals of computer- and videogames from the beginning, though it was mostly negative in 1994 and 2004. When games are talked about in negative contexts the main focus is the health of children and that the games power can take players into another world. The portrayal was a lot more positive in 2014 with a focus on the beneficial parts of the games as a culture. The player was from the beginning portrayed as the stereotypic male. In 2014 women is portrayed as players, though is experiencing harassments because of their gender.
author Söderqvist, Marlene
author_facet Söderqvist, Marlene
author_sort Söderqvist, Marlene
title Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress
title_short Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress
title_full Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress
title_fullStr Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress
title_full_unstemmed Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress
title_sort spelet om spelet : en diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress
publisher Umeå universitet, Institutionen för kultur- och medievetenskaper
publishDate 2015
url http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-101753
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