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Och Datorspel Malmö högskola Lärarutbildningen Barndoms- och ungdomsvetenskap Examensarbete 10 poäng Moralpanik och våldsamma tv- och datorspel Moral panic and violent video and computer games Fredrik Andersson Christian Bergman Lärarexamen 140 poäng Examinator: Pia Lundahl Barndoms- och ungdomsvetenskap 2007-01-18 Handledare: Anna Sandell Abstract Moralpanik och våldsamma tv- och datorspel. (Moral panic and violent video and computer games). Fredrik Andersson & Christian Bergman, 2006. Malmö Lärarutbildning. Idén med detta projekt är att undersöka och jämföra hur vuxna med ämnesrelaterade kunskaper och ungdomar förhåller sig till våld i tv- och datorspel och om ungdomarna ser skillnad på fiktion kontra realitet. Att tv- och datorspel är populärkultur går inte att förneka då många barn och ungdomar spelar på sin fritid. En populärkultur som många vuxna är rädda för att ta till sig. Är begreppet moralpanik befogat i detta sammanhang? Är den så kallade PEGI-rekommendationen (Pan European Game Information) tillräcklig för att barn inte ska få tillgång till våldsamma tv- och datorspel, eller krävs det en lagstiftning? Syftet med den här uppsatsen är att undersöka vilken förståelse vuxna har för ungdomars tv- och datorspelande med våldsamma inslag. Syftet är vidare att undersöka om begreppet moralpanik är befogat, genom att kontrastera vuxnas och ungdomars förståelse och upplevelse av de våldsamma tv- och datorspelen. Resultatet av studien visar att ungdomar har förståelse för våldsaspekten och ser skillnad på vad som är fiktion och vad som är verklighet. De vuxna har också förståelse för våldet men utifrån ett mer moraliskt perspektiv. Nyckelord: Tv-spel, datorspel, våld, åldersrekommendationer, moralpanik Innehållsförteckning 1. Introduktion.......................................................................................................................... 1 1.1 Syfte ................................................................................................................................. 2 2. Bakgrund............................................................................................................................... 2 2.1 Datorspelsbranschen – en lägesbeskrivning..................................................................... 3 2.1.1 PEGI – Pan European Game Information................................................................. 4 2.2 Forskningsperspektiven – effekt kontra kultur................................................................. 4 2.3 Effekter av våldsamma tv- och datorspel......................................................................... 6 2.3.1 Moralpanik – vuxenvärldens kritik mot populärkulturer .......................................... 8 2.3.2 Fiktion kontra realitet................................................................................................ 9 2.4 Fair Play – en föräldraorganisation ................................................................................ 11 2.5 Centrala Begrepp............................................................................................................ 11 3. Problemprecisering ............................................................................................................ 13 4. Metodbeskrivning............................................................................................................... 13 4.1 Metodval......................................................................................................................... 13 4.2 Urval............................................................................................................................... 14 4.2.1 Urvalsgrupp............................................................................................................. 14 4.3 Genomförande................................................................................................................ 15 4.4 Analysbeskrivning.......................................................................................................... 17 4.5 Forskningsetiska överväganden ..................................................................................... 18 4.6 Arbetsfördelning............................................................................................................. 18 5. Resultat................................................................................................................................20 5.1 Hur våldet uppfattas ....................................................................................................... 20 5.2 Underliggande aspekter av tv- och datorspelsvåld......................................................... 22 5.3 Spelens innehåll i förhållande till verkligheten.............................................................. 24 5.4 PEGI eller lagstiftning.................................................................................................... 26 5.5 Framtiden för tv- och datorspel...................................................................................... 28 5.6 Slutsats ........................................................................................................................... 29 6. Diskussion ........................................................................................................................... 31 6.1 Kritisk granskning av den egna studien ......................................................................... 32 6.2 Förslag på fortsatta studier ............................................................................................. 33 Referenslista............................................................................................................................ 34 Bilagor Bilaga 1 - Ord kopplade till tv- och datorspel Bilaga 2 – Intervjuformulär Bilaga 3 – Brev för ungdomarna att ta med hem Förord Vi vill tacka de personer som tagit sig tid och ställt upp på intervjuer. Vi vill framför allt tacka Patricia Kempff på Fair Play, docent Frank Lindblad samt Birgitta Sellén (c) andre vice talman i riksdagen, för den information som de förmedlat under intervjuerna. Vi vill också tacka de ungdomar som ställt upp på intervjuer, vilket bidragit till att studien blivit spännande och intressant. 1. Introduktion Vi stöter dagligen på nya fenomen som berör oss på något sätt. Ett fenomen som varit populärt i media de senaste åren är den tekniska nöjesmassakern, alltså de tv- och datorspel som framförallt har ett tydligt våldsinnehåll. Tv-spelsbranschen har varit hårt utsatt främst med anledning av att ungdomar spenderar mycket tid vid datorer och spelkonsoler. En stor del av innehållen i spelen inriktar sig på våldsaspekten, våld som media är snabba med att framhäva som en negativ faktor för spelaren. Organisationer och media varnar dagligen för nya speltitlar med våldsamma inslag. Våld som utspelar sig i olika tidsepoker och på olika arenor. Våldet är mycket lättillgängligt och det oroar den vuxenvärld som försöker uppfostra sina barn och ungdomar. Det spelar ingen roll att tv- och datorspel är fiktivt uppbyggda då spelutvecklingen ändå går mot ett mer verkligt innehåll. Att tv- och datorspel är populärt går inte att ta miste på. Vi vet att barnen sitter framför spelen och att där finns en drivkraft. Det råder delade meningar i forskarvärlden om hur skadligt tv- och datorspel verkligen är. Ämnet har diskuterats under många år, främst på internationell nivå. De studier som gjorts, har resultatmässigt visat hur svårt det är att studera påverkningar som våldsamma tv- och datorspel möjligtvis kan framkalla. Hypoteser och teorier florerar och uppdateras dagligen. Ett stort problem är att den grupp som oftast glöms bort i debatten om datorspel är själva spelarna. De har svårt att göra sin röst hörd och får sällan chansen att försvara den ungdomskultur som de verkligen gillar. Det är en främmande värld för många vuxna som medför en rädsla för något som de inte själva behärskar. Organisationer har startat av olika anledningar för att hjälpa föräldrar som inte har kunskapen, och som samtidigt besitter stor rädsla för detta kulturella ungdomsfenomen. Ett ungdomsfenomen som oftast tilltalar det manliga könet, främst när det kommer till våldet i tv- och datorspel. Datorspelen har växt fram som kulturfenomen och givetvis också som ett stort fritidsintresse för många ungdomar. Som blivande fritidspedagoger delar vi detta intresse, personligt som professionellt. Datorspelen har skapat stora sociala arenor främst i form av onlinespel (se bilaga 1). Ett intresse som för en del, i framtiden, blir ett levebröd som exempelvis spelutvecklare, professionell spelare (gamer) eller någon annan yrkesroll inom spelbranschen. Vår yrkesprofil som fritidspedagoger behandlar och innefattar, som yrkestiteln skvallrar om fritid med den tillhörande sociala arenan. Hur vi som individer agerar och beter oss bland 1 medmänniskor och fungerar i samhället är en viktig del för den enskilde individen. Individens personlighet kan spegla av sig i de intressen och sysslor som utövas under fritiden. Det är på senare tid som tv- och datorspel har tagit större plats i människors liv. Frågan är då om tv- och datorspel är lek, ett nöje eller rent utav en social plats där individer med samma fritidsintressen utvecklas och skaffar sig erfarenheter som kan användas utanför den värld som består av fiktion och påhittade manus? Är möjligheterna stora nog att skapa en värld som ser ut precis som man vill? Verklighetsfaktorn är varierande och fantasierna sätter inga gränser för vad som är möjligt. 1.1 Syfte Syftet med
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