Playing Apart Together: Young People’s Online Gaming During the COVID-19 Lockdown

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Playing Apart Together : Young People’s Online Gaming During the COVID-19 Lockdown. / Bengtsson, Tea T.; Bom, Louise H.; Fynbo, Lars.

In: Young, Vol. 29, No. 4_suppl, 09.2021, p. S65-S80.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Bengtsson, TT, Bom, LH & Fynbo, L 2021, 'Playing Apart Together: Young People’s Online Gaming During the COVID-19 Lockdown', Young, vol. 29, no. 4_suppl, pp. S65-S80. https://doi.org/10.1177/11033088211032018

APA

Bengtsson, T. T., Bom, L. H., & Fynbo, L. (2021). Playing Apart Together: Young People’s Online Gaming During the COVID-19 Lockdown. Young, 29(4_suppl), S65-S80. https://doi.org/10.1177/11033088211032018

Vancouver

Bengtsson TT, Bom LH, Fynbo L. Playing Apart Together: Young People’s Online Gaming During the COVID-19 Lockdown. Young. 2021 Sep;29(4_suppl):S65-S80. https://doi.org/10.1177/11033088211032018

Author

Bengtsson, Tea T. ; Bom, Louise H. ; Fynbo, Lars. / Playing Apart Together : Young People’s Online Gaming During the COVID-19 Lockdown. In: Young. 2021 ; Vol. 29, No. 4_suppl. pp. S65-S80.

Bibtex

@article{a7a825956e384cb4af6efb97bccb4b0e,
title = "Playing Apart Together: Young People{\textquoteright}s Online Gaming During the COVID-19 Lockdown",
abstract = "The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming{\textquoteright}s role in young people{\textquoteright}s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young people{\textquoteright}s gaming practices were beneficial (a) in allowing the young people to maintain a social life and (b) in providing a legitimate social space for maintaining friendships and/or coping with boredom. The findings demonstrate that young people who engage with online gaming are capable of adapting to fundamental changes to society to fulfil their social needs and aspirations, including during a pandemic.",
keywords = "COVID-19, gaming, lockdown, practice theory, sociability, temporality",
author = "Bengtsson, {Tea T.} and Bom, {Louise H.} and Lars Fynbo",
note = "Publisher Copyright: {\textcopyright} 2021 SAGE Publications and Young Editorial Board.",
year = "2021",
month = sep,
doi = "10.1177/11033088211032018",
language = "English",
volume = "29",
pages = "S65--S80",
journal = "Young",
issn = "1103-3088",
publisher = "Sage Publications India Pvt. Ltd",
number = "4_suppl",

}

RIS

TY - JOUR

T1 - Playing Apart Together

T2 - Young People’s Online Gaming During the COVID-19 Lockdown

AU - Bengtsson, Tea T.

AU - Bom, Louise H.

AU - Fynbo, Lars

N1 - Publisher Copyright: © 2021 SAGE Publications and Young Editorial Board.

PY - 2021/9

Y1 - 2021/9

N2 - The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming’s role in young people’s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young people’s gaming practices were beneficial (a) in allowing the young people to maintain a social life and (b) in providing a legitimate social space for maintaining friendships and/or coping with boredom. The findings demonstrate that young people who engage with online gaming are capable of adapting to fundamental changes to society to fulfil their social needs and aspirations, including during a pandemic.

AB - The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming’s role in young people’s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young people’s gaming practices were beneficial (a) in allowing the young people to maintain a social life and (b) in providing a legitimate social space for maintaining friendships and/or coping with boredom. The findings demonstrate that young people who engage with online gaming are capable of adapting to fundamental changes to society to fulfil their social needs and aspirations, including during a pandemic.

KW - COVID-19

KW - gaming

KW - lockdown

KW - practice theory

KW - sociability

KW - temporality

UR - http://www.scopus.com/inward/record.url?scp=85111493645&partnerID=8YFLogxK

U2 - 10.1177/11033088211032018

DO - 10.1177/11033088211032018

M3 - Journal article

AN - SCOPUS:85111493645

VL - 29

SP - S65-S80

JO - Young

JF - Young

SN - 1103-3088

IS - 4_suppl

ER -

ID: 321825793