Elektroniska Spel I Tidningsfältet

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Elektroniska Spel I Tidningsfältet Institutionen för studier av samhällsutveckling och kultur – ISAK LiU Norrköping Elektroniska spel i tidningsfältet En studie av recensenters förhållningssätt till dator- och TV-spel Daniel Ahlin, Martin Padu, Andreas Petersson Magisteruppsats från programmet Kultur Samhälle Mediegestaltning Linköpings universitet, LiU Norrköping, 601 74 NORRKÖPING ISAK-Instutionen för studier av samhällsutveckling och kultur ISRN: LIU-ISAK/KSM-A -- 09/17 -- SE Handledare: Jonas Ramsten Nyckelord: TV-spel, elektroniska spel, recensioner, media, spel, statistik, tabeller, Level, Superplay, Aftonbladet, Expressen, Dagens Nyheter, Svenska Dagbladet, Sverige, EU, PEGI, betyg, Bourdieu, metafysik, textanalys, speltidning, kvällstidning, dagstidning, nyheter, datorspel, recensenter, spelvärlden, Nintendo, Microsoft, Sega, Sony, Atari, Ubisoft, speltillverkare, spelutvecklare, barnspel, ungdomsspel, vuxenspel, världskrig, fighting, GTA. Abstract in English Electronic games in the field of newspapers and magazines – a study of the critics’ way of looking at and writing about computer and video games This paper considers the roles of critics, newspapers and magazines, in the process of describing computer games and video games as either technical objects or products intended for entertainment. The making and “using” of computer games and videogames originates in small groups of people possessing a lot of knowledge in computers, during a time when these kinds of devices were very expensive. But now, the gaming culture has grown and almost anyone in our society can own and play a video game. For that reason, one could ask the questions “are the games and the people who plays them still parts of a ‘technical culture’?” and “do we need some kind of prior knowledge to fully understand the videogame critics?” The critics represent “the official idea” of what a videogame is, how it works and if it is worth playing. One should be able to trust them since they represent papers and magazines with an assignment to spread information of a serious character. Bourdieus “distinction of taste” and “capital theory” and Vedungs “idea analysis” aided us when we read and analyzed 18 computer game and video game reviews in six Swedish news papers and gaming magazines. The conclusion we came up with was that the critics frequently focus their texts to cover the “story”, “graphics”, “feeling” and the “style/genre” of the reviewed games. These dimensions are easy to understand even if one doesn’t have a lot of experience with video games. They were far more common than others that, for example, explained if the game was hard to play, if it contained any bugs (flaws) and discussions like “who would be likely to play this game?”, but sometimes they occurred. Dimensions like that require some prior knowledge. Some technical knowledge could help the reader understand more of the reviews, but are rarely essential. According to what we have read in the newspapers and magazines, games and gaming could consequently be considered less of a technical question and more of a matter of entertainment. 1. Inledning ............................................................................................................................... 1 1.1 Syfte ................................................................................................................................. 2 1.2 Frågeställning ................................................................................................................... 3 1.3 Begreppsförklaring ........................................................................................................... 3 1.4 Disposition ....................................................................................................................... 5 2. Material, metod och teori .................................................................................................... 7 2.1 Material och urval ............................................................................................................ 7 2.1.1 Urval av tidningar ...................................................................................................... 7 2.1.2 Urval av spelartiklar ................................................................................................ 11 2.1.3 Speldimensionerna .................................................................................................. 14 2.2 Teori ............................................................................................................................... 16 2.2.1 Textanalys .............................................................................................................. 17 2.2.2 Kategoriseringar och verklighetsuppfattning ......................................................... 19 2.2.3 Smakdistinktion och kapitalteori ............................................................................ 21 2.3 Bakgrund ........................................................................................................................ 24 3. Materialgenomgång ........................................................................................................... 28 3.1 Speltidningarna ............................................................................................................... 28 3.1.1 Superplay ................................................................................................................. 28 3.1.2 Level ........................................................................................................................ 30 3.1.3 Summering .............................................................................................................. 32 3.2 Dagstidningar ................................................................................................................. 33 3.2.1 Dagens Nyheter ....................................................................................................... 33 3.2.2 Svenska Dagbladet .................................................................................................. 35 3.2.3 Summering .............................................................................................................. 38 3.3 Kvällstidningar ............................................................................................................... 39 3.3.1 Aftonbladet .............................................................................................................. 39 3.3.2 Expressen ................................................................................................................ 41 3.3.3 Summering .............................................................................................................. 44 4. Analys – materialjämförelse .............................................................................................. 46 4.1 Resumé ........................................................................................................................... 46 4.2 De vanligaste speldimensionerna i de olika tidningskategorierna ................................. 46 4.3 Skillnader och likheter i olika recensioner av samma spel ............................................ 50 4.4 En sammanslagen universalmodell ................................................................................ 55 4.5 Skillnader mellan olika spelgenrer ................................................................................. 57 5. Sammanfattande diskussion .............................................................................................. 62 6. Referenslista ........................................................................................................................ 69 6.1 Böcker ............................................................................................................................ 69 6.2 Tidskrifter via Internet ................................................................................................... 69 6.3 Internet ........................................................................................................................... 70 7. Bilagor ................................................................................................................................. 72 7.1 Statistiska tabeller från tidningsanalyserna .................................................................... 72 7.1.1 Speltidningar ........................................................................................................... 72 7.1.2 Dagstidningar .......................................................................................................... 83 7.1.3 Kvällstidningar ........................................................................................................ 95 7.1.4 Sammanslagna tidningar – olika genrer ................................................................ 109 1. Inledning TV-spel och datorspel har funnits och utvecklats i dryga 50 år. Under en så lång tid har förstås en del utveckling skett. Fler och fler och alltmer avancerade spel har kommit till världen på senare tid. Pong var ett av världens första spel för hemmabruk och blev mycket populärt när det kom ut på marknaden. Där gick spelandet ut på att slå en boll mellan två racketar, precis som i bordtennis (därav namnet Pong).1 Efter det har utvecklingen exploderat och vi kan idag när vi spelar få en hel historia berättad för oss med tredimensionell grafik och surroundljud, samtidigt som vi kommunicerar med människor som befinner
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