oru.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Young people’s aesthetic experience of playing Wii
Örebro University, School of Health and Medical Sciences, Örebro University, Sweden. (SMED, RISPA)
Örebro University, School of Health and Medical Sciences, Örebro University, Sweden. (SMED, RISPA)
Örebro University, School of Health and Medical Sciences, Örebro University, Sweden. (SMED, RISPA)ORCID iD: 0000-0001-8748-8843
2014 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Recently, scholars in physical education have begun to explore how young people experience exergames. The research is often undertaken in the light of increasing public health problem among young people. The purpose of this study was to investigate students’ experiences when playing the exergame Wii in an educational context. Questions that have guided the analysis were: (1) Which meanings do the students make when playing Wii exergames? (2) How are aesthetic experiences in terms of likes and dislikes used in this meaning-making process?

Drawing on the work of John Dewey, the later works of Ludwig Wittgenstein and socio-cultural approaches, a practical epistemology analysis (PEA) with focus on aesthetic judgments was used as approach in order to investigate situated learning.

The empirical data consists of video recordings of two groups of 15 year olds (3 boys and 3 girls) playing different exergames once a week for ten weeks.

When analyzing the data three themes emerged as essential to students’ meaning-making. The major theme was to interact socially with their peers, and the two minor themes were to participate in a struggle and to develop technical skills suitable for the game. By analyzing the aesthetic judgments used by the students during gaming it was clear that participating could not be reduced as just being “fun”, instead the students showed feelings ranging from enjoyment, engagement, isolation to frustration. Conclusions: To understand the healthy aspects of exergaming we must broaden the definition of health, not to only interpret health in terms of physiological benefit, but as psychological and sociological benefit as well. It is also clear that the understanding of “fun” must be problematized. It is not appropriated to only understand young people’s gaming in terms of enjoyment, but as a complex social interaction were young people form their identity in relation to the social situation as well as the game. 

Place, publisher, year, edition, pages
2014.
National Category
Social Sciences Sport and Fitness Sciences
Research subject
Sports Science
Identifiers
URN: urn:nbn:se:oru:diva-37509OAI: oai:DiVA.org:oru-37509DiVA, id: diva2:752393
Conference
BERA - British Educational Research Association, Annual Conference, Institute of Education, London, 23rd - 25th September 2014.
Funder
Swedish Research CouncilAvailable from: 2014-10-03 Created: 2014-10-03 Last updated: 2017-10-17Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Konferensens hemsida

Authority records BETA

Maivorsdotter, NinithaÖhman, MarieQuennerstedt, Mikael

Search in DiVA

By author/editor
Maivorsdotter, NinithaÖhman, MarieQuennerstedt, Mikael
By organisation
School of Health and Medical Sciences, Örebro University, Sweden
Social SciencesSport and Fitness Sciences

Search outside of DiVA

GoogleGoogle Scholar

urn-nbn

Altmetric score

urn-nbn
Total: 432 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf