Tv-spelens funktioner på folkbiblioteken : En kvalitativ undersökning av ungdomars upplevelse av tv-spel på folkbibliotek

Detta är en Kandidat-uppsats från Akademin för bibliotek, information, pedagogik och IT

Sammanfattning: The aim with this thesis is to fill a knowledge gap regarding how young adults (20-25 year old) views and experience video games in libraries and how they feel libraries work and uses videogames. This because the problem lays in the fact that very few studies has been made regarding young adults and their experience and views with videogames. There have been studies concerning the libraries work, handling and views regarding young adults and videogames. The theory model use in this thesis is Jochumsen, Hvenegaard & Skot-Hansens model that divides libraries into four spaces. Its use here is to see the functions videogames can have in the public library through young adults own thoughts and experiences on the matter. It was used together with a qualitative semi-structured group interview, with three groups and in total six informants. The results showed that while the informants viewed positive on videogames in the library it also showed the informants didn’t have a need for borrowing or using the videogames in the public library. In conclusion we can see that the social aspects are regarded highly but sorely missed according by the informants. More social factors may be of more interests. Borrowing videogames are not something the informants’ feelt they needed but they do view it as a positive function of the library. However a social activity that allows users to be able to meet and talk with likeminded about videogames felt the informants was maybe needed today more than just borrowing and/or playing videogames.

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