Peer socialization of male adolescents in digital games: Achievement, competition, and harassment

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Abstract

Socialization theories suggest that, due to social change and technological transformation, peers and media have become important institutions of socialization for young people. Assuming that male adolescents use digital games for processes of peer self-socialization, this article investigates the values they mediate in digital games and how these values are related to their practice (with a focus on harassment) in digital games. Applying a qualitative research design, 36 male adolescents who frequently play various (multiplayer) online games were interviewed about their values and practices when gaming. The results show that the young gamers share individualistic values promoting performance, competition, and achievement, which seem to facilitate practices of online harassment. We conclude that, in their gaming practices, male adolescents mediate and reproduce neoliberal values as increasingly shared by society. Regarding their practices of harassment, however, they seem to use digital games as a moratorium that lets them break free from societal restrictions.

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APA

Waechter, N., & Meschik, M. (2023). Peer socialization of male adolescents in digital games: Achievement, competition, and harassment. Communications, 48(4), 457–481. https://doi.org/10.1515/commun-2021-0079

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