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Non-players
                A study of their reasons, time and identity




Master thesis presentation

Maura Bouça
MSc Games - Analysis
IT University of Copenhagen
2012
Summary

-   non-players in this study
-   5 reasons not to play video games
-   time
-   non-player identity
Non-players in this study

-   portuguese immigrants in
    Copenhagen
-   ages 17-52 (average age
    40.5)

-   Denmark: 4 months - 30
    years
Non-players

“I don’t waste much time playing”
     “I don’t play anything”
    “I’m not keen on games”
  “I’m not an assiduous player”
Non-players, the term

            jogador
       player     gamer

   non-player     non-gamer
Non-players, the term

            jogador
       player     gamer

   non-player     non-gamer
Non-players, the term

            jogador
       player     gamer

   non-player     non-gamer
Non-players, the term

                        jogador
                 player       gamer

            non-player        non-gamer

gambling, child-play,
arcade games, board
games, sports, etc.
Non-players don’t play

   Reason 1: “I don’t have time”


   Reason 2: “I’m not of the digital generation”


   Reason 3: “Games are for kids”


   Reason 4: “Games cause addiction”


   Reason 5: “Games foster social isolation”
Digital natives                        Digital immigrants
Electronic literacy   Social Isolation      Information
                                              overload
    Education            Addiction        Frivolity of play
                      high engagement
Time



Some rights reserved by ToniVC
http://www.flickr.com/photos/tonivc/2283676770/in/photostream/
“I don’t have time”

                                               “Games are for kids”
“I’m not of the digital generation”
                                       Time
                                                “Games foster social isolation”
               “Games cause addiction”
Time
Autobiographical                         Non-Autobiographical
                Reason 1: “I don’t have time”

         Reason 2: “I’m not of the digital generation”

               Reason 3: “Games are for kids”

             Reason 4: “Games cause addiction”

          Reason 5: “Games foster social isolation”



                           timing
                         time use
Non-player Identity

  Building non-player identity       Non-players play.

  relationship with players          - in the past
            “games are for kids”     - with children
            electronic literacy      - family reunions
media   personality interests      parenting responsibilities

experience ...                     social and nostalgic value
Non-player Identity

              Non-player dilemma
  frivolity             increase electronic literacy
  childish               sign of one’s modernity
waste of time             skill to guide children
The “New” Digital Divide
      Players                                Non-Players
  Digital natives                         Digital immigrants
Electronic literacy    Social Isolation   Information overload
    Education            Addiction         Frivolity of play
                       high engagement      Work


Non-Autobiographical                      Autobiographical time
       time
                            Timing
                           Time use

                            Identity
The “New” Digital Divide
      Players                                Non-Players
  Digital natives                         Digital immigrants
Electronic literacy    Social Isolation   Information overload
    Education            Addiction         Frivolity of play
                       high engagement      Work


Non-Autobiographical                      Autobiographical time
       time
                            Timing
                           Time use                     Thank you
                                               IT University of Copenhagen
                                                    Autumn semester 2012
                            Identity                    Maura Bouca

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Non-Players, Master Thesis Presentation

  • 1. Non-players A study of their reasons, time and identity Master thesis presentation Maura Bouça MSc Games - Analysis IT University of Copenhagen 2012
  • 2. Summary - non-players in this study - 5 reasons not to play video games - time - non-player identity
  • 3. Non-players in this study - portuguese immigrants in Copenhagen - ages 17-52 (average age 40.5) - Denmark: 4 months - 30 years
  • 4. Non-players “I don’t waste much time playing” “I don’t play anything” “I’m not keen on games” “I’m not an assiduous player”
  • 5. Non-players, the term jogador player gamer non-player non-gamer
  • 6. Non-players, the term jogador player gamer non-player non-gamer
  • 7. Non-players, the term jogador player gamer non-player non-gamer
  • 8. Non-players, the term jogador player gamer non-player non-gamer gambling, child-play, arcade games, board games, sports, etc.
  • 9. Non-players don’t play Reason 1: “I don’t have time” Reason 2: “I’m not of the digital generation” Reason 3: “Games are for kids” Reason 4: “Games cause addiction” Reason 5: “Games foster social isolation”
  • 10. Digital natives Digital immigrants Electronic literacy Social Isolation Information overload Education Addiction Frivolity of play high engagement
  • 11. Time Some rights reserved by ToniVC http://www.flickr.com/photos/tonivc/2283676770/in/photostream/
  • 12. “I don’t have time” “Games are for kids” “I’m not of the digital generation” Time “Games foster social isolation” “Games cause addiction”
  • 13. Time Autobiographical Non-Autobiographical Reason 1: “I don’t have time” Reason 2: “I’m not of the digital generation” Reason 3: “Games are for kids” Reason 4: “Games cause addiction” Reason 5: “Games foster social isolation” timing time use
  • 14.
  • 15. Non-player Identity Building non-player identity Non-players play. relationship with players - in the past “games are for kids” - with children electronic literacy - family reunions media personality interests parenting responsibilities experience ... social and nostalgic value
  • 16. Non-player Identity Non-player dilemma frivolity increase electronic literacy childish sign of one’s modernity waste of time skill to guide children
  • 17. The “New” Digital Divide Players Non-Players Digital natives Digital immigrants Electronic literacy Social Isolation Information overload Education Addiction Frivolity of play high engagement Work Non-Autobiographical Autobiographical time time Timing Time use Identity
  • 18. The “New” Digital Divide Players Non-Players Digital natives Digital immigrants Electronic literacy Social Isolation Information overload Education Addiction Frivolity of play high engagement Work Non-Autobiographical Autobiographical time time Timing Time use Thank you IT University of Copenhagen Autumn semester 2012 Identity Maura Bouca