Skip to main content
Login | Suomeksi | På svenska | In English

Browsing by Subject "digitaalinen arki"

Sort by: Order: Results:

  • Välimäki, Lauri (2022)
    The popularity of video games has grown significantly over the last half century. Most Finns aged 10–75 have stated that they play digital games at least once a month. Video gaming is an increasingly common and diverse phenomenon and should not be seen as a mere pastime for the youth. Video game play has been studied in the past, for example, through the motivational factors of playing them. In addition, the study of problematic gaming and downsides of video games have been quite common. Attention has also been paid to the serious games, for example for learning and well-being purposes. However, these studies, which are often quantitative studies, do not really provide answers to the relationship between video games and everyday life. In previous studies, the needs for this type of research have been pointed out. This home economics’ study describes the perceptions that gamers have of video gaming as an everyday life activity. This study is a qualitative master’s thesis with phenomenographic approach. This approach allows the phenomenon to be described using the concepts of gamers. The study material was collected through individual semi-structured thematic interviews from six actively playing gamers. The interview material was transcribed, and from that the single concepts were analysed into pool of meanings. From pool of meanings, a total of 12 categories of description were formed, corresponding to different perceptions. These were abstracted into four categories of description that describe the phenomenon at a more general level. Each category is part of a larger whole, forming together the outcome space. Gaming as established everyday practice, gaming as an everyday resource, intensive everyday gaming and composed gaming were the general level perceptions of video gaming as an everyday life activity. The research results describe video gaming as a phenomenon that is constantly interacting with other activities of everyday life. Also, it is being included to one's own daily rhythm, taking one's own interests, daily situation and available resources into consideration. The results are displaying what the digitalisation of everyday life, as one of the biggest changes in everyday life, can mean in the context of video gaming. Video gaming blends into a natural and meaningful part of everyday life.
  • Elomaa, Sanna (2023)
    In Finland, discussions about racism have previously focused on whether racism exists in our society at all. During 2023, conversations around the topic have increased due to the new government. In August, the Finnish government published a statement to Parliament on promoting equality, gender equality and non-discrimination in Finnish society. Various interest groups have also organized protests against racism. Perceptions about the definition of racism differ and some recognize only its open forms. However, research has shown, how different forms of racism have an effect in our society and on opportunities individuals have and on their wellbeing. Racism in digital environments has not been studied much and those studies rarely focus on how racism affects its targets. In home economics, the focus has been on multiculturality, diversity and cultural sustainability, but aspects of racism and discrimination have not been studied much. The aim of this Master’s Thesis is to find out what kind of studies about experiences of racism in digital environments have been conducted, what racism in digital environments is like and what kind of coping mechanisms individuals use when experiencing racism. The aim is to increase the knowledge and understanding about the forms of racism in digital environments. By increasing knowledge, it is possible to increase home economic teachers’ antiracist competence. This Master’s Thesis is a descriptive literature review. The studies included are analyzed with content analysis. The results showed that methods used in studies reviewed were unilateral and in all of them the data was collected only through interviews. Studies focused on social media platforms and mainly open forms of racism were recognized. The different coping mechanisms that were identified were divided in to five categories which are avoiding, desensitization, peer support, intervention and entitlement. More research about the topic is required and variety of methods should be utilized to collect data. Also, other platforms, in addition to social media and online games, should be studied. More information about covert forms of racism in digital environments is necessary, as results of this study imply that racism present in digital environments is mainly open. Coping mechanisms of individuals experiencing racism indicate that they do not feel they have the tools to oppose racism in digital environments.