卒業論文詳細

学科社会学科 ゼミ教員名MATTIAS VAN OMMEN 年度2024年度
タイトルVideo Games as Third Places: Exploring Their Impact on Identity , Motivation , and Social Interaction Among School Refusers
内容 This study examines the role of video games in the lives of school refusers , highlighting their potential as a source of comfort , identity formation , motivation , and social interaction. Amid widespread criticism linking video games to school refusal—especially with 2024 marking a record of about 340 ,000 cases among elementary and junior high school students—this research shifts the narrative by viewing video games as a significant form of modern play and a potential support tool. The study focuses on the positive aspects of video games , particularly their function as a "third place ," a safe and welcoming environment distinct from home and school. Life history interviews were conducted via social media with four individuals who had experienced school refusal or dropout of school. The interview data reveals how video games provide psychological stability and foster social connections. Participants described video games as a source of solace and friendship , as well as a means of achieving self-realization and reengaging with society. However , challenges such as frustration from excessive gaming and interpersonal conflicts within gaming communities were also identified. These findings underscore the dual nature of video games: while they hold potential as a support tool for school refusers , they also come with risks that must be carefully managed in any intervention strategies.
講評 This thesis makes an important contribution to the literature on video games , third place , and school refusers. In many ways , this is a unique project that would be difficult for anyone to replicate. Despite the author’s own clear ideas on the topic , I appreciated the balanced way in which the data was presented , and the tenacity in which they pursued their data. Moreover , I thought the theoretical engagement with the literature , especially classic scholarship on the cultural role of play , sufficiently in-depth. Given the topic , it was not easy to find four individuals to conduct life history interviews with , and over the Summer , the lack of progress in this area raised some concerns. Moreover , the first draft felt incomplete in a few areas. That being said , when it mattered the most , the author was able to make sufficient progress to craft a thesis that provides a balanced but also necessary perspective on the place of digital games in contemporary Japanese society.
キーワード1 Video Games
キーワード2 Third Place
キーワード3 School Refusal
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