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  • Författare: Hanna Eriksson & Martina Fredriksson

    Handledare: Magdalena Kania Lundholm

    Uppsala universitet

    Institutionen för informatik och media

    C-uppsats i medie- och kommunikationsvetenskap

    Framlagd HT 2019

    POKÉMON GO, UNDERHÅLLNING ELLER ARBETE?

    En studie om upplevelser och värdeproducerande aktiviteter i spel

  • 1

    Abstract This paper investigates players experience of the augmented reality game Pokémon Go in

    relation to value producing activities. The game uses geographical places to encourage people

    to walk around in the real world. The goal of the game is to find and catch all 700 different

    types of pokémon.

    The theoretical perspective come from a contemporary marxist tradition that examine

    digital user activity as labour. The purpose of the study is to investigate players experiences

    of playing the game and if and how it changes due to being value producing activity that

    benefits the game producers. To examine this phenomenon we used autoethnography as basis

    for developing an interview guide and then interviewed 9 players of the game.

    The study shows that players mostly enjoy their time in the game but that some activities

    can be precepted as forced in certain conditions. People enjoy having a goal to pursue and

    being active and social in the game. At the same time, the game calls for attention based on

    the location and time. This can make the players prioritize the game even when they feel they

    should not.

    The findings stress the importance of more thorough research on how the profit gaining

    purpose of media companies affect people's everyday lives and experiences. It also stresses

    the importance to have a broader societal debate about how data collection affects us, not

    only by being sold but by changing our behaviour to the likes of the companies.

    KEYWORDS: Pokémon Go, Mobile games, Labour, Digital labour, Autoethnography, Interviews.

  • 2

    Innehåll Ordlista Pokémon Go ........................................................................................................... 5

    1. Inledning........................................................................................................................... 6

    1.1 Introduktion ................................................................................................................ 6

    1.2 Problemformulering ................................................................................................... 7

    1.3 Syfte och frågeställning .............................................................................................. 8

    1.4 Disposition ................................................................................................................. 8

    2. Bakgrund ........................................................................................................................ 10

    2.1 Om Pokémon Go ...................................................................................................... 10

    2.2 Att spela Pokémon Go.............................................................................................. 11

    3. Tidigare forskning .......................................................................................................... 12

    3.1 Forskning om Pokémon Go...................................................................................... 12

    3.2 Forskning om labour i spel ....................................................................................... 12

    4. Teori ............................................................................................................................... 15

    4.1 Labour och exploatering i digitala medier ............................................................... 15

    4.2 Definitioner av aktiviteter: play, game, work och labour ........................................ 16

    4.2.1 Play .................................................................................................................... 17

    4.2.2 Game ................................................................................................................. 17

    4.2.3. Work ................................................................................................................. 18

    4.2.4 Labour ............................................................................................................... 19

    4.3 Typologi över kategorierna play, game, work och labour ....................................... 19

    4.4 Pokémon Go-spelaren som arbetskraft .................................................................... 20

    4.5 Val av källor ............................................................................................................. 21

    5. Metod och material......................................................................................................... 23

    5.1 Utgångspunkter för metodologiska val .................................................................... 23

    5.2 Val av metod ............................................................................................................ 23

  • 3

    5.2.1 Autoetnografi .................................................................................................... 23

    5.2.2 Intervjuer ........................................................................................................... 24

    5.3 Urval ......................................................................................................................... 24

    5.4 Material .................................................................................................................... 25

    5.5 Etiska överväganden ................................................................................................ 26

    5.6 Genomförande .......................................................................................................... 26

    5.6.1 Autoetnografisk datainsamling och bearbetning ............................................... 26

    5.6.2 Utformning av intervjuguide ............................................................................. 27

    5.6.3 Intervjusituationen ............................................................................................. 28

    5.6.4 Transkribering ................................................................................................... 29

    5.6.5 Trovärdighet ...................................................................................................... 29

    5.7 Analysmodell ........................................................................................................... 30

    6. Resultat och analys ......................................................................................................... 32

    6.1 Det lekfulla spelandet ............................................................................................... 32

    6.2 Det arbetsamma spelandet ........................................................................................ 35

    6.3 Det tävlingsinriktade spelandet ................................................................................ 38

    6.4 Det utnyttjade spelandet ........................................................................................... 40

    7. Avslutande diskussion .................................................................................................... 47

    7.1 Slutsats ..................................................................................................................... 47

    7.2 Diskussion ................................................................................................................ 49

    7.3 Kritisk kommentar om studien ................................................................................. 51

    7.4 Vidare forskning ....................................................................................................... 51

    Referenser........................................................................................................................... 53

    Bilagor ................................................................................................................................ 57

    Bilaga 1 .......................................................................................................................... 57

    Bilaga 2 .......................................................................................................................... 58

    Bilaga 3 .......................................................................................................................... 63

  • 4

    Bilaga 4 .......................................................................................................................... 64

    Bilaga 5 .......................................................................................................................... 65

    Bilaga 6 .......................................................................................................................... 68

  • 5

    Ordlista Pokémon Go Buddy: Du kan välja att ha en av dina pokémon som buddy, den går då med dig och får en candy efter ett visst antal kilometer. Candy: För att pokémon ska kunna utvec

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