Search results for "science and technology studies"

showing 4 items of 4 documents

What actual life problems relate to gaming disorder? A qualitative study

2022

A lot of research has been carried out regarding people's problematic relationships with videogame play, especially after the WHO added "gaming disorder" in their ICD-11 as a new mental disorder. Nevertheless, very few qualitative studies with actual clinical samples have been published, and in most of them, the "clinical" characteristic of the sample has been defined by help-seeking rather than the problems for which the participants seek help. The goal of this study is to carry out a qualitative investigation regarding the nature of those problems that lead videogame players to seek professional help for their gaming habits. We utilize a template analysis approach to a previously unstudie…

FOS: PsychologySociologytechnology useMedicine and Health SciencesPsychologyPsychiatry and PsychologyPublic Healthaddictionthematic analysisSocial and Behavioral SciencesgamingScience and Technology StudiesFOS: Sociology
researchProduct

Is DIY a Punk Invention?

2021

International audience

[SHS.MUSIQ] Humanities and Social Sciences/Musicology and performing arts[SHS.HISPHILSO]Humanities and Social Sciences/History Philosophy and Sociology of Sciences[SHS.MUSIQ]Humanities and Social Sciences/Musicology and performing arts[SHS.HISPHILSO] Humanities and Social Sciences/History Philosophy and Sociology of Sciencesscience and technology studies[SHS.INFO]Humanities and Social Sciences/Library and information sciencesPopular Music[SHS.INFO] Humanities and Social Sciences/Library and information sciencesComputingMilieux_MISCELLANEOUSDIY
researchProduct

Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research

2021

This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…

bepress|Arts and Humanities|Film and Media Studiesbepress|Arts and Humanities|Art and Design|Interdisciplinary Arts and Mediavideopelitbepress|Arts and Humanities|PhilosophyAmong Usbepress|Social and Behavioral Sciences|Communicationbepress|Social and Behavioral Sciences|Anthropology|Other Anthropologypelikulttuuribig-team sciencebepress|Arts and Humanities|Digital Humanitiesdigitaalinen kulttuuritutkimusmenetelmätCyberpunk 2077anthropologybepress|Social and Behavioral Sciences|Science and Technology Studiestutkimusryhmätvirtuaalimaailmabepress|Social and Behavioral Sciences|Anthropologybepress|Social and Behavioral Sciences|Other Social and Behavioral Sciencesetnografiabepress|Arts and Humanities|Art and Designbepress|Arts and Humanities|Other Languages Societies and Culturesmetodologiamethodologybepress|Social and Behavioral Sciences|Anthropology|Social and Cultural AnthropologyComputer Graphics and Computer-Aided DesignComputer Science ApplicationsHuman-Computer Interactionbepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studiesbepress|Arts and Humanities|Art and Design|Game Designbepress|Social and Behavioral Sciencesbepress|Arts and Humanitiesdigital culturequalitative research
researchProduct

Group‐based instant messaging in Finnish residential elder care work : taming the technology or vice versa?

2022

As new communication technologies become embedded in care work, there is a need to understand how they affect its temporal order. This article analyses group-based mobile instant messaging (IM) in residential elder care work in Finland. The article asks (i) how care workers use group-based messaging for work; and (ii) how they negotiate the rules for its use. Theoretically, the article draws on science and technology studies focusing on ‘taming’ and ‘unleashing’ (Pols, 2017), and temporality (Wajcman, 2008). Analysis is based on a qualitative interview study of care workers and nurses (n = 25) conducted in 2018. The results showed how the time-shifting functionality of IM allows employees t…

temporaalisuuscare workcommunicationscience and technology studieselder carevanhustenhuoltoviestintätekniikkapikaviestiohjelmatyhteisöviestintäinstant messaginghoivatyötechnologytemporalityikääntyneet
researchProduct