This is an experimental research paper relaying women’s stories, gathered with Sense-Making Methodology interviews, of times they felt they were addicted to video games. My analysis, and thus the framing for this paper’s “narrative”, focuses on the dynamics of power in and around the women’s lives during this period of addiction. This representation of the research paper was constructed to play with the ideas of a dialogic research paper and the validity issues of how a researcher can provide voice(s) to those studied.
addiction, Qualitative Methodology, representation, research narratives, validity, Video games, women
1 comment on Women and Video Game Addiction: Experimenting with research narratives
Women and Video Game Addiction: Experimenting with research narratives
Once upon a time, Ms. Player got addicted…
View more presentations from Dominican University
Or you can view it via Issuu.
One response to “Women and Video Game Addiction: Experimenting with research narratives”
-
[…] [This paper comes from 2007 and was completed for a qualitative methodology course at Ohio State University under the amazing Patti Lather. She encouraged us to try different methods of communication research results; so I did a comic book, which you can see here.] […]
LikeLike