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1360 Uppsatser om Computer Addiction - Sida 1 av 91
Socialarbetares syn på datorspelande ungdomar : En intervjustudie om socialarbetares problematisering av ett nytt fenomen
The purpose of our study is to describe and understand whether, and if so, how social workers in school and in social services construct computer gaming adolescents as a social problem. We chose social workers who encounter adolescents with different problems. We have conducted qualitative interviews with vignettes to capture the social workers' reasoning about computer gaming adolescents and how they handle this in their work. The study shows that all social workers we interviewed had encountered adolescents with troubling computer gaming habits. In the study, all agree that computer gaming becomes a problem when it leads to deviant behaviour such as not going to school, staying up all night and so on.
När verkligheten sätts ur spel : En kvalitativ studie om profesionella socialarbetares förhållningssätt till problematiskt datorspelande som ett beroende
This study examines how professional social workers relate to problematic computer and video gaming as an addiction. It is a qualitative interview study aimed to describe and analyze how professional social workers, who in some way work with problematic computer gaming, relate to the player?s problems in terms of a concept of dependency. The theoretical approach is based on social constructivist theories of discourses, normality, the definition of dependency and diagnoses. The study was conducted through five qualitative half structured definition interviews with professional social workers that work directly or comes in contact with problematic computer gaming.
?Att lägga korten på bordet? ? sex personliga skildringar av ett spelberoende
Our purposes with this essay was to increase our knowledge about, and try to describe, how it happens when people get involved in gambling and becomes addictive to gambling, and what the way out of a gambling addiction could look like.
Our framing of the question was:
- How does gambling begin?
- How does gambling evolve to an addiction and how does it go forward from there?
- How do you leave a gambling addiction? Is there an experience of turning points?
We did qualitative interviews with six former gamblers. Our main conclusions were that the initiation to gambling can be very different and still lead to similar effects. There seems to be a strong enticement surrounding the attributes of gambling, which are connected to developing a gambling addiction. The experiences of turning points were very palpable.
När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006
This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.
Livet i missbruk och hur det är att sluta : En kvalitativ studie utifrån mäns och kvinnors känslomässiga upplevelser och sociala relationer
Life in addiction and what it is like to quitA qualitative study based on men and womens emotional experienses and social relationshipsWomen in addiction are faced by harder social attitudes then men, which could be an explanation to the fact that, in comparison to men, less women are seen in addiction. That women experience stronger feelings of shame makes them inclined to hide their addiction and this in turn can increase the feeling of shame. The objective of this essay was to, with a starting-point in theory and essential concepts as social relationships and emotions, gain knowledge about emotional experiences and momentous events for men and women during time in addiction and when quitting. More specifically, the aim of the study was to answer the following questions; What is life in addiction and quitting, regarding social relationships and emotional experiences as pride and shame in interaction with people who are important to the individual, like? Do the situations women are in, and the experiences they have, differ from those of men? Do these social relationships and emotional experiences influence the addition and the quitting? In the study six persons have been interviewed, three men and three women who are all quitting, or trying to quit, their drug and/or alcohol addiction.
Vård efter behov, eller?
The aim of the study was to examine how social workers investigate and assess addiction cases whether gender matters or not. The following questions were asked in the study;
? Does the gender of the client influence whether a case is opened after the first meeting at the Addiction Unit?
? Do social workers consider there is a difference in handling an addiction treatment investigation when the client is a man or a woman?
? Do divergences exist in the assessment and the final decision process when the case concerns a man or a woman?
The study is based on the qualitative method. The material is gathered from semi-structured interviews with social workers. Their job tasks include assessment and evaluation of addiction cases.
?? Så kom insikten om att jag var likadan som de. Att jag var spelberoende ?? : ? en kvalitativ studie med fyra före detta spelberoende, deras erfarenheter av att komma ur ett spelberoende
Title: ?? Then came the realization that I was just like them. That I have a gambling addiction?? This is a qualitative study of four former gamblers and their experience of getting out of the gambling addiction. The study is about how individuals have overcome a gambling addiction.
Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?
Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.
En laptop till varje elev : en studie om gymnasieskolans satsning på datorer i undervisningen
The aim of this study is to highlight the computer as a learning resource in the education and give us knowledge about how the students uses the computer in year one in a selected High School where one computer per student were introduced in autumn 2011. The aim is also to contribute to the discussion about how the computer can become a natural learning resource for all students in all subjects, including the students in need of special support.How are the High School students using the computer?Are there differences in computer use, whether the student is in academic or vocational program?Are there differences in computer use between boys and girls?Do the student experience that the digital competence is increasing together with if they experience the computer as aid?In what degree do the teachers encourage the students to use the computer?How much do the students use the computer to learn mathematic?The study is based on a survey of all students in year one in a municipal High School.The result of the study is showing that the students first of all use the computer to play music, surf the Internet and to be logged in on social media (eg. Facebook). The students have learned to use the computer for the tasks they need, although the teachers don?t encourage the students to use the computer in any higher means, not in mathematics and not in other subjects.
Sexmissbruk eller diagnosmissbruk? En diskursanalys av begreppet sexmissbruk
Sexmissbruk eller diagnosmissbruk? ? En diskursanalys av begreppet sexmissbruk Jakobsson, R.
Key words: diagnoses, hypersexuality, medicalization, nymphomania, sexual addiction, sexual behavior, sexual compulsivity, sexual deviation, shame, social construction.
Background: Sexual addiction has been given a dominant discoursive power in Sweden which (re)inforces the idea that sexuality is essentially a dangerous and lethal force.
Methods: The thesis consists of two sub studies. Firstly, a critical discourse analysis is conducted over scientifical articles of sexual addiction and sexual compulsivity. Secondly, a critical discourse analysis of the concept of sexual addiction in newspapers in Sweden?s largest newspaper, DN, and an evening paper, Aftonbladet.
Vi kallar personlighetstypen för kreativa dagdrömmare : En kvalitativ studie av professionellas erfarenheter och åsikter kring ungas dataspelsproblematik
Dataspelsproblematik är ett eskalerande problem som har visat sig påverka många unga människors utveckling och välbefinnande. Syftet med denna studie var därför att undersöka ungas dataspelsproblematik, vilka konsekvenser ett överdrivet dataspelande medför samt vilken behandling som ges till unga med dataspelsproblematik. Empirin erhölls genom kvalitativa intervjuer med professionella som arbetar med denna typ av problematik vid verksamheterna Game Over och Theory in Action. Resultatet visade att dataspelsproblematik idag inte har en bestämd definition och att det är ett problem som inte är tillräckligt uppmärksammat. Synen på orsaker till dataspelsproblematik hos unga är komplext då det kan tänkas bero på många olika faktorer.
Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU
This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty..
Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?
How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.
Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv
This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.
When real life is error : En kvalitativ studie om hur omgivningen påverkar utvecklingen av datorspelsberoende
Studiens syfte är att studera de bakomliggande sociala faktorerna som kan bidra till utvecklingen av datorspelsberoende. Studien genomfördes kvalitativt genom att intervjua fem personer som själva ansett sig vara datorspelsberoende. Tidigare forskning som berört detta ämne har handlat om hur användare påverkas av spelet, och inte vad som lett fram tillatt det intensiva spelandet påbörjades. Som teoretisk utgångspunkt för studien valdes den utvecklingsekologiska modellen som användes för att studera individen utifrån ett mikro-,meso-, exo-, makroperspektiv. Våra data visar resultat främst på en mikronivå där vi fann att en problematik på denna nivå fanns genomgående för samtliga informanter.