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'It was never about the games': A Critical Discourse Analysis of the Construction of "Video Game Addiction" in Swedish News 1991-2017
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
2023 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

This theoretical thesis employs critical discourse analysis to scrutinise the construction of video game addiction in Swedish press from 1991 to 2017, and examines its potential contribution to a moral panic. Our research is based on the assumption that media discourse influences societal norms, which in turn, can profoundly affect individuals and groups.

Our primary results suggest that a small group of moral entrepreneurs, mainly treatment providers for gambling disorders, were given an ideological near-monopoly over the conceptualization of video game addiction in the Swedish press. They popularised diagnostic criteria and screening tools by paraphrasing those developed for substance addiction, thus implying that this new disorder was just like substance addiction and therefore warranted similarly aggressive interventions and possibly clinical treatment.

Additionally, we found that the often alarmist concerns over players' health, education, social life and other presumed harms of video game addiction were not primarily rooted in the games themselves. Our sample shows that the discourse seamlessly expanded to incorporate new sources of addiction, treating video games, the Internet, computers, social media, smart phones, and, most recently, screens as functional synonyms. 

Our analysis suggests that the moral panic might be a manifestation of deeper societal factors, including traditional patriarchal family values, prejudice against youth, expectations of neuro-normativity, and conservative views on digital media. Recognizing the influence of these underlying factors may help parents, teachers, social workers and gamers themselves navigate the still-ongoing media trend of using pop psychology and amateur neuroscience to justify patriarchal and capitalist morality tales.

Place, publisher, year, edition, pages
2023. , p. 68
Keywords [en]
discourse analysis, video game addiction, moral panic, moral entrepreneurs, Owe Sandberg, Patrik Wincent, youth culture, juvenism, forced treatment, Sweden
National Category
Media and Communications Social Sciences
Identifiers
URN: urn:nbn:se:uu:diva-505384OAI: oai:DiVA.org:uu-505384DiVA, id: diva2:1770681
Subject / course
Game Design
Educational program
Master's Programme in Game Design, two years
Supervisors
Examiners
Available from: 2023-06-20 Created: 2023-06-19 Last updated: 2023-06-20Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
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  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
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  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
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