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  • 1.
    Wiberg, Magnus
    Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, Socialt arbete. Linköpings universitet, Filosofiska fakulteten.
    Gaming practices among young people with certain functional impairments: What and how often they play, coping capabilities and mental health2016Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    This study aims to deliver new insights regarding gaming practices of young people that receive some form of help according to the Act concerning support and service for persons with certain functional impairments (LSS). It also aims to explore whether the gaming practices are related to their mental health and coping capabilities through the measure of sense of coherence (SOC). The gaming revolution is sweeping the world and Sweden too has got its fair share of gamers. About half of the Swedish population are playing online usually for the sake of fun. We know a lot about its extent today but there are still many questions left unanswered about how games actually affect the people that are playing and vice versa. Further, young people with intellectual and cognitive impairments tend to be left out of the ongoing debate. Fifteen structured interviews were conducted during 2015 of which eleven were selected for further analysis. Both closed and open questions were utilized in the questionnaire alongside the SOC-13 questionnaire. The interviewees were between 15 and 30 years old and played online games to various extents. The vast majority of the group played daily and tended to play more than two hours each session. The mean SOC, sense of coherence, for the group was 54,82 with a standard deviation of 9,1 and a median of 56 which both are remarkably low. The results show that there are correlations between a low SOC and both how often and for how long the interviewees were playing each session. The findings suggest that there is a need for further research regarding how online gaming affect young people with cognitive and intellectual impairments and what meanings these young people attribute to games.

  • 2.
    Wiberg, Magnus
    Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, Socialt arbete. Linköpings universitet, Filosofiska fakulteten. 8812157157.
    Omvärldsanalys rörande nätstöd inom projektet Arbetshoppet2017Rapport (Övrig (populärvetenskap, debatt, mm))
    Abstract [sv]

    Syftet med omvärldsanalysen var att kartlägga förutsättningarna gällande att utveckla pedagogiska former för att lära sig svenska och svensk kultur. För att göra detta har forskare vid företrädesvis svenska högskolor och universitet kontaktats rörande det föreliggande syftet. Utöver dessa har även ett stort antal tjänstemän vid svenska kommuner kontaktats om dessa har bedömts vara relevanta utifrån det föreliggande syftet. Sammantaget visar omvärldsanalysen att väldigt lite har genomförts tidigare utifrån detta syfte samtidigt som många projekt av intresse har påbörjats eller håller på att startas upp. Två projekt som ligger nära projektet både avseende relevans och geografiskt avstånd tas upp under lösningsförslag.

  • 3.
    Wiberg, Magnus
    Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, Socialt arbete. Linköpings universitet, Filosofiska fakulteten.
    Voices about online gaming from youth with psychic disabilities2017Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Background: There has been national surveys conducted over the last couple of years that has taught us a lot about the online gaming habits of Swedish youth but they have so far failed to regard youth with different kinds of disabilities. This study aims to shed some light on how the young people with psychic disabilities themselves describes their online gaming experiences; what motivates them to play and what role the games are playing in their lives.

    Method: In line with the descriptive research design, focus group interviews were considered the best alternative. The selection criteria for the participants was that they would have to regard themselves as a person with a psychic disability, be between 18 and 30 years old, and play online games to some extent. A thematic analysis was conducted by looking for descriptive and recurring patterns in the material which was conducted with a constructionist perspective in mind and therefore regarding the material as stories or narratives.

    Results: Five focus group interview sessions were conducted. One the thematic findings that were notably both emerging and recurring were stories about a personal history of letting the games take over their lives completely and with that the negative social consequences that followed. Another theme that emerged both within groups and among the different groups were the actual need for playing their online games. The act of playing the games or “gaming” were regarded as a something that hold them together, both individually but also in a greater social context. The act of gaming was something that can calm a frenzied state of mind or just be a door to something that they felt never would experience otherwise. A life without the games would be an ominous reality which was speculatively associated with both graver psychic illness and a severely impaired well-being.

    Conclusions: The young participants of this study gives a rather complex picture of their relation to their online games. Many of them know the backside of the games but still values them very highly due to their different features which enables them to experience a more highly-functioning everyday life.

  • 4.
    Wiberg, Magnus
    Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, Socialt arbete. Linköpings universitet, Filosofiska fakulteten.
    Voices from the disability movement regarding online games: Moral panic or trouble at the horizon?2016Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    There is a lack of knowledge and guidelines regarding how professionals and relatives should understand and act with respect to individuals engaged in games regarding participation and self-determination. This research project aspires to contribute to an enhanced understanding of the gaming practice. The purpose of this paper is to discuss the empirical findings from seven semi-structured interviews conducted during the spring semester in 2015. Seven interviews were conducted with representatives from three disability rights movements that represent persons with neuropsychiatric impairments in Sweden. The informants consisted of both elected and recruited officials from the three organisations. Social constructivism was the main theoretical framework and were utilized to further explore the informants views regarding online gaming as sources to both challenges and development for their members. The analysis of the material showed that the informants had a rather ambivalent attitude toward online games where the games are seen as a source of both self-realisation and great difficulties. Among the positive aspects that were mentioned, new means for intra-personal communication and self-fulfillment were some of the emerging themes. Regarding negative aspects of online gaming, overwhelming immersion and different kinds of abuse were the main emerging themes.

  • 5.
    Wiberg, Magnus
    et al.
    Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, Socialt arbete. Linköpings universitet, Filosofiska fakulteten.
    Osvaldsson Cromdal, Karin
    Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, Socialt arbete. Linköpings universitet, Filosofiska fakulteten.
    Socialt arbete i virtuella rum2018Ingår i: Gränsöverskridande socialt arbete: Teorier, tillämpningar, tolkningar / [ed] Magnus Dahlstedt, Malmö: Gleerups Utbildning AB, 2018, 1, s. 149-168Kapitel i bok, del av antologi (Övrigt vetenskapligt)
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  • en-US
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