In the context of the project, "Competencies in and Excessive Use among Gamers: Challenged, Supported, Endangered”, (Fritz, Lampert, Schmidt, Witting, 2011), this qualitative substudy has shown that many gameplayers have gone through phases of excessive playing in the course of their use of computer games. Accordingly, the question does arise as to how some gameplayers succeed in terminating a phase of excessive use, and why it is that others fail.
In this project, this question comes in for more precise investigation through an examination of where the differences in computer game socialisation lie and what is the role of families in all this. In addition, gender-specific differences receive particular emphasis.
RP3 - Knowledge for the Media Society
Landesanstalt für Medien Nordrhein-Westfalen (LfM)
Prof. Dr. Rudolf Kammerl, Dipl. Päd. Lena Hirschhäuser (Universität Hamburg)