This article studies how digital games are part of the everyday lives of Swedish 6 to 7-year-old boys. The data consist of video recordings from two schools, two after-school centres and four homes. The focus is on how children engage in, organize and use digital games in face-to-face interaction. It is argued that digital game competence matters not only in front of the screen, but also in the playground. In addition, it is argued that what counts as game competence is negotiated in the peer group.
CITATION STYLE
Aarsand, P. (2010). Young Boys Playing Digital Games. Nordic Journal of Digital Literacy, 5(1), 38–54. https://doi.org/10.18261/issn1891-943x-2010-01-04
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