The convenience of gaming

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

The convenience of gaming. / Skelly, Thomas Andras Matthiessen; Jensen, Kristian Haulund; Halkier, Bente.

In: Consumption and Society, Vol. 2, No. 1, 2023, p. 102–121.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Skelly, TAM, Jensen, KH & Halkier, B 2023, 'The convenience of gaming', Consumption and Society, vol. 2, no. 1, pp. 102–121. https://doi.org/10.1332/PLWS2488

APA

Skelly, T. A. M., Jensen, K. H., & Halkier, B. (2023). The convenience of gaming. Consumption and Society, 2(1), 102–121. https://doi.org/10.1332/PLWS2488

Vancouver

Skelly TAM, Jensen KH, Halkier B. The convenience of gaming. Consumption and Society. 2023;2(1):102–121. https://doi.org/10.1332/PLWS2488

Author

Skelly, Thomas Andras Matthiessen ; Jensen, Kristian Haulund ; Halkier, Bente. / The convenience of gaming. In: Consumption and Society. 2023 ; Vol. 2, No. 1. pp. 102–121.

Bibtex

@article{79d2489ce2c949668776fe60ba0eb664,
title = "The convenience of gaming",
abstract = "The frequency of video game consumption is a contested topic among scholars. In existing research, the extent of video game use is often related to the terminologies {\textquoteleft}excessive gaming{\textquoteright}, {\textquoteleft}video game addiction{\textquoteright} and {\textquoteleft}problem gaming{\textquoteright}. Yet the socio-material and practical qualities of gaming in everyday life have received little theoretical and empirical attention in the research on frequent video gaming. By considering these issues this article aims at detaching time spent gaming from a problem framework through a practice theoretical perspective. The empirical data stems from a qualitative study of young Danish adults who are frequently engaged in gaming. The article finds that gaming is constituted by multiple socio-material components that make it highly convenient to consume in everyday life. First, the devices and applications involved in gaming setups conjure mundane, and not focused, engagements with video games. Second, the mobility of gaming enables it to be simultaneously performed with other everyday practicalities such as cooking or commuting. Third, frequent video gaming may occur because the affordances of gaming grant easy access and flexible options for socialising. The convenience of gaming suggests that frequent engagements with video gaming can be viewed as a consequence of how people value their time use.",
author = "Skelly, {Thomas Andras Matthiessen} and Jensen, {Kristian Haulund} and Bente Halkier",
year = "2023",
doi = "10.1332/PLWS2488",
language = "English",
volume = "2",
pages = "102–121",
journal = "Consumption and Society",
issn = "2752-8499",
publisher = "Bristol University Press",
number = "1",

}

RIS

TY - JOUR

T1 - The convenience of gaming

AU - Skelly, Thomas Andras Matthiessen

AU - Jensen, Kristian Haulund

AU - Halkier, Bente

PY - 2023

Y1 - 2023

N2 - The frequency of video game consumption is a contested topic among scholars. In existing research, the extent of video game use is often related to the terminologies ‘excessive gaming’, ‘video game addiction’ and ‘problem gaming’. Yet the socio-material and practical qualities of gaming in everyday life have received little theoretical and empirical attention in the research on frequent video gaming. By considering these issues this article aims at detaching time spent gaming from a problem framework through a practice theoretical perspective. The empirical data stems from a qualitative study of young Danish adults who are frequently engaged in gaming. The article finds that gaming is constituted by multiple socio-material components that make it highly convenient to consume in everyday life. First, the devices and applications involved in gaming setups conjure mundane, and not focused, engagements with video games. Second, the mobility of gaming enables it to be simultaneously performed with other everyday practicalities such as cooking or commuting. Third, frequent video gaming may occur because the affordances of gaming grant easy access and flexible options for socialising. The convenience of gaming suggests that frequent engagements with video gaming can be viewed as a consequence of how people value their time use.

AB - The frequency of video game consumption is a contested topic among scholars. In existing research, the extent of video game use is often related to the terminologies ‘excessive gaming’, ‘video game addiction’ and ‘problem gaming’. Yet the socio-material and practical qualities of gaming in everyday life have received little theoretical and empirical attention in the research on frequent video gaming. By considering these issues this article aims at detaching time spent gaming from a problem framework through a practice theoretical perspective. The empirical data stems from a qualitative study of young Danish adults who are frequently engaged in gaming. The article finds that gaming is constituted by multiple socio-material components that make it highly convenient to consume in everyday life. First, the devices and applications involved in gaming setups conjure mundane, and not focused, engagements with video games. Second, the mobility of gaming enables it to be simultaneously performed with other everyday practicalities such as cooking or commuting. Third, frequent video gaming may occur because the affordances of gaming grant easy access and flexible options for socialising. The convenience of gaming suggests that frequent engagements with video gaming can be viewed as a consequence of how people value their time use.

U2 - 10.1332/PLWS2488

DO - 10.1332/PLWS2488

M3 - Journal article

VL - 2

SP - 102

EP - 121

JO - Consumption and Society

JF - Consumption and Society

SN - 2752-8499

IS - 1

ER -

ID: 336460756