Gender and digital gaming: how girls, boys and their parents account of their everyday practices and logics concerning use and regulation
Digital media group SIFO National Institute for Consumer Research Oslo, Norway
What is the relationship between gender and the consumption of digital games in everyday life? How do conceptions of what is ?masculine? and ?feminine? play a part in the regulation of digital gaming? Previous research in the field has established substantial knowledge of the gendered patterns of discourses and practices of digital gaming. We know much less about the influence of context on these discourses and practices. This paper reports from an empirical study that seeks to contextualise adolescents' digital gaming activities and problems by mapping how parents and children in Norwegian households relate to and carry out the control and restriction of digital gaming. The study builds on data from (i) a strategic survey among pupils in secondary and high schools in Norway and (ii) in depth interviews with adolescents and parents of households with and without identified digital gaming problems. Focussing on the interviews in households without identified problems this paper presents early findings about how gender plays a role in the regulatory practices and logics surrounding adolescents digital gaming. The analysis leans on media and consumption theories, anthropology and philosophy. Essential are Silverstone et al?s domestication theory and a late-Wittgensteinian practice perspective. The domestication perspective underlines the need to include the social setting in which subject relates to ICTs and the late-Wittgensteinian perspective underlines the importance of contextualizing comparisons of practices. This framework provides a view on practice, subjects, body/mind and explanations that enable research to articulate the contextual diversity of gendering with respect to digital gaming.