The role of interactive game technologies in an adolescent peer culture: An interpretive approach
Abstract
The purpose of this study was to explore the role Interactive Game Technologies (IGTs) play in an adolescent peer culture. Using an inductive qualitative methodological framework, data were gathered from several sources including: the naturalistic environment; individual surveys and interviews; and, focus group sessions. In terms of a theoretical paradigm, an interpretive symbolic interactionist perspective was utilized to study an adolescent peer group. On the basis of this perspective, it is important to document everyday occurrences; including context, and how representations of larger cultural themes are integrated into local environments. The adolescents created and negotiated their worlds through peer group interactive processes. First, ethnographic information was provided, including individual backgrounds, peer group characteristics, and contextual information. Next, the structure of peer culture IGT-related routines was outlined. Subsequently, the focus occurred in "real time." Finally, specific routine processes related to IGT-related stereotype issues, as they apply to adolescent peer group, were delineated. Specific stereotypes discussed included violence, Satanism, laziness, and lack of creativity. The findings of this study were linked to both pertinent adolescent concerns (e.g. control, autonomy, independence) in additional to larger adult world concerns as they relate to adolescence (e.g. societal violence, Satanism and related issues, morality). Implications are discussed as they relate to the period of adolescence, in general. Further, suggestions for future research are outlined as they specifically relate to IGTs, sociological research methodologies, discourse analysis, other ages groups, and gender issues.
Degree
Ph.D.
Advisors
Spencer, Purdue University.
Subject Area
Social structure|Social research|Recreation|Social psychology|Developmental psychology
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