The social dynamics of multiplayer online videogames in Argentinian and Chilean family contexts: The case of Fortnite

IF 0.6 Q3 EDUCATION & EDUCATIONAL RESEARCH Global Studies of Childhood Pub Date : 2021-05-18 DOI:10.1177/20436106211015997
Francisco Albarello, Ángela Novoa, Mariángeles Castro Sánchez, Adriana Velasco, María Victoria Novaro Hueyo, Francisco Narbais
{"title":"The social dynamics of multiplayer online videogames in Argentinian and Chilean family contexts: The case of Fortnite","authors":"Francisco Albarello, Ángela Novoa, Mariángeles Castro Sánchez, Adriana Velasco, María Victoria Novaro Hueyo, Francisco Narbais","doi":"10.1177/20436106211015997","DOIUrl":null,"url":null,"abstract":"The popularity of multiplayer online videogames (MOVs) in the lives of young people has become a recurrent area of interest for parents and researchers. The use of these platforms has generated concerns regarding the potential negative effects on children’s personal and social development. Additionally, the ways in which players socialize through these games has raised questions concerning what are regarded as the most effective approaches to promote a constructive articulation of virtual and physical worlds. Fortnite, was created by Epic Games in 2017. It can be characterized as a social survival gaming experience and has the most remarkable use on a worldwide scale. The study reported here is a qualitative case study that explores the social dimension of the use of Fortnite and how it impacts on children’s and their parents’ perceptions regarding its use. A total of 82 in-depth interviews were conducted in 2019 with Argentinian and Chilean children between 9 and 18 years of age and their parents. Findings reveal that parents and children have diverging perspectives regarding the social dimension of the game’s immersive experience. The topic developed in this article is of particular relevance to parents and researchers given the current events and widescale use of online platforms due to the Covid-19 pandemic.","PeriodicalId":37143,"journal":{"name":"Global Studies of Childhood","volume":"11 1","pages":"302 - 317"},"PeriodicalIF":0.6000,"publicationDate":"2021-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1177/20436106211015997","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Global Studies of Childhood","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/20436106211015997","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 1

Abstract

The popularity of multiplayer online videogames (MOVs) in the lives of young people has become a recurrent area of interest for parents and researchers. The use of these platforms has generated concerns regarding the potential negative effects on children’s personal and social development. Additionally, the ways in which players socialize through these games has raised questions concerning what are regarded as the most effective approaches to promote a constructive articulation of virtual and physical worlds. Fortnite, was created by Epic Games in 2017. It can be characterized as a social survival gaming experience and has the most remarkable use on a worldwide scale. The study reported here is a qualitative case study that explores the social dimension of the use of Fortnite and how it impacts on children’s and their parents’ perceptions regarding its use. A total of 82 in-depth interviews were conducted in 2019 with Argentinian and Chilean children between 9 and 18 years of age and their parents. Findings reveal that parents and children have diverging perspectives regarding the social dimension of the game’s immersive experience. The topic developed in this article is of particular relevance to parents and researchers given the current events and widescale use of online platforms due to the Covid-19 pandemic.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
阿根廷和智利家庭背景下多人在线视频游戏的社会动态:Fortnite案例
多人在线视频游戏(MOV)在年轻人生活中的流行已成为家长和研究人员反复关注的领域。这些平台的使用引起了人们对儿童个人和社会发展潜在负面影响的担忧。此外,玩家通过这些游戏进行社交的方式也引发了人们的疑问,即什么是促进虚拟世界和物理世界建设性连接的最有效方法。Fortnite由Epic Games于2017年创建。它可以被描述为一种社交生存游戏体验,在全球范围内具有最显著的用途。本文报道的这项研究是一项定性案例研究,探讨了Fortnite使用的社会层面,以及它如何影响儿童及其父母对其使用的看法。2019年,共对阿根廷和智利9至18岁的儿童进行了82次深入采访 年龄和他们的父母。研究结果表明,父母和孩子对游戏沉浸式体验的社会维度有不同的看法。鉴于新冠肺炎大流行导致的当前事件和在线平台的广泛使用,本文提出的主题对家长和研究人员具有特别的相关性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Global Studies of Childhood
Global Studies of Childhood Social Sciences-Sociology and Political Science
CiteScore
2.00
自引率
0.00%
发文量
26
期刊最新文献
Decolonizing western science education and knowledge in early childhood: Rethinking natural hazards and disasters framework through indigenous ‘ecology of knowledges’ in Kenya Book review: Seen and not heard: Why children’s voices matter ‘The big crossroad’: Parenting, risk and educational transitions in Singapore Book review: A Gottlieb, The afterlife is where we come from Globalisation in and of Nordic early childhood education: Tensions between the local and the global
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1