In this article I set out to investigate the social construction of computer game addiction in young people’s everyday life. On the basis of qualitative interviews with three Danish teenage boys the article analyses how worries of computer game addiction is being produced and reproduced in social situations as well as how young people adapt to and resist the classification of computer game addiction. On the one hand the young people adapt the classification in order to get control of their gaming. On the other hand there is a risk of pathologization as their conduct may be linked to adaptive strategies related to family or school problems.
|Status||Udgivet - 2015|
- looping effekten