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dc.contributor.authorKristiansen, Adrian Aleksander
dc.contributor.authorLindberg, Frank
dc.contributor.authorTempelhaug, Anders
dc.date.accessioned2022-10-18T06:21:44Z
dc.date.available2022-10-18T06:21:44Z
dc.date.created2022-09-19T11:50:06Z
dc.date.issued2022
dc.identifier.citationKristiansen, A. A., Lindberg, F. & Tempelhaug, A. (2022). Trouble in virtual heaven: Origin and consequences of social conflict in online consumption communities. Journal of Consumer Culture. doi:en_US
dc.identifier.issn1741-2900
dc.identifier.urihttps://hdl.handle.net/11250/3026504
dc.description.abstractThis paper analyzes social conflicts among amateur computer gamers who are playing online multiplayer games. Whereas prior research tends to focus on the passion and fun of consumption community, or negative individual consequences of gaming, our research contributes with theorization of the role of social conflicts within and across gaming communities. The empirical data consists of two data collecting phases. We develop our understanding of gaming communities and culture through virtual ethnography and netnography. Then we conduct interviews with young adult gamers who belong to six communities. Our findings show four types of social conflicts; those between casual versus competitive logics, depending on skills and power, immoral behavior, and troubles of team alignment, which are related to routinized, prerogative or transgressive conflict cultures. We discuss how the study contributes with new knowledge on consumption mediated social conflicts and suggest a model of the relationship between conflict cultures, conflict types and implications.en_US
dc.language.isoengen_US
dc.rightsNavngivelse-Ikkekommersiell 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/deed.no*
dc.titleTrouble in virtual heaven : Origin and consequences of social conflict in online consumption communitiesen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© The Authors, 2022en_US
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Sosiologi: 220en_US
dc.subject.nsiVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550::Datateknologi: 551en_US
dc.source.journalJournal of Consumer Cultureen_US
dc.identifier.doi10.1177/14695405221127347
dc.identifier.cristin2053035


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Navngivelse-Ikkekommersiell 4.0 Internasjonal
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