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Evidence Base

Digital Gaming and Young People’s Friendships: A Mixed Methods Study of Time Use and Gaming in Schoo

Study details

Year: 2013
Scope: Local
Countries: Sweden
Methodology: Empirical research – Mixed methods
Methods of data collection: Survey; Interview
Researched Groups: Children
Children Ages: Other
Other Childrens Age Group: 17-19 years old
Funder: The Swedish Research Council for Health, Working Life and Welfare (FORTE)
Funder Types: National Government / Ministry
Has Formal Ethical Clearance: Yes
Informed Consent: Consent not mentioned
Ethics: Ethical considerations not mentioned
URL: https://journals.sagepub.com/doi/pdf/10.1177/1103308818754990
Data Set Availability: Not mentioned

Goals

"...this study contributes to current research by examining the relationship between gaming habits and the formation of social relations in upper-secondary school, as well as how young people on the brink of adulthood make sense of such relationships.... We examine friendship formation in school and describe how a sample of young people seem to take responsibility for managing their free time and gaming to position themselves as credible individuals and lead balanced social lives." (Authors, 33)

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