Video gaming : the sociology of a lifeworld

This thesis contributes to contemporary sociological debates about video games and video gaming by building upon the works of game theorists such as Eskelinen and Tronstad (2003), Juul (2001), Taylor (2006) and Thornham (2011) that explore the interactive and participatory nature of the pursuit. The...

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Main Author: Gazis, Victor Christos
Other Authors: King, Anthony
Published: University of Exeter 2012
Subjects:
Online Access:http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.573808
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spelling ndltd-bl.uk-oai-ethos.bl.uk-5738082015-03-20T04:04:41ZVideo gaming : the sociology of a lifeworldGazis, Victor ChristosKing, Anthony2012This thesis contributes to contemporary sociological debates about video games and video gaming by building upon the works of game theorists such as Eskelinen and Tronstad (2003), Juul (2001), Taylor (2006) and Thornham (2011) that explore the interactive and participatory nature of the pursuit. The data within, derived from an empirical study involving focus groups, interviews, observation and analyses of games and gaming practices and participant observation amongst communities of video gamers is analysed using theories and theoretical frameworks from film and audience studies, classical sociology (in particular Durkheim) and the sociology of sport. Emanating from the data video gaming is revealed to be an ‘organised sport played in a domestic environment’ in terms of embodied practice, conduct and sentiment. The prioritising of agency over structure in data analysis reveals multiple multisensory social practices that encourage engagement with the medium and create, maintain and develop a vibrant and constantly evolving video game lifeworld. Using the ‘career’ of the video gamer, as a conceptual framework, this thesis brings to the fore the masculinity and masculine social practices central to the video gaming lifeworld, and the multisensory social practices through which heterogeneous video gamers (from occasional lone gamers to fully immersed MMORPG enthusiasts) actively immerse themselves into, build, maintain and develop the video game lifeworld. A lifeworld wherein gamers develop their motivations to play and keep playing video games consequent to rewarding performances and interactions with other participants.794.8University of Exeterhttp://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.573808http://hdl.handle.net/10036/4188Electronic Thesis or Dissertation
collection NDLTD
sources NDLTD
topic 794.8
spellingShingle 794.8
Gazis, Victor Christos
Video gaming : the sociology of a lifeworld
description This thesis contributes to contemporary sociological debates about video games and video gaming by building upon the works of game theorists such as Eskelinen and Tronstad (2003), Juul (2001), Taylor (2006) and Thornham (2011) that explore the interactive and participatory nature of the pursuit. The data within, derived from an empirical study involving focus groups, interviews, observation and analyses of games and gaming practices and participant observation amongst communities of video gamers is analysed using theories and theoretical frameworks from film and audience studies, classical sociology (in particular Durkheim) and the sociology of sport. Emanating from the data video gaming is revealed to be an ‘organised sport played in a domestic environment’ in terms of embodied practice, conduct and sentiment. The prioritising of agency over structure in data analysis reveals multiple multisensory social practices that encourage engagement with the medium and create, maintain and develop a vibrant and constantly evolving video game lifeworld. Using the ‘career’ of the video gamer, as a conceptual framework, this thesis brings to the fore the masculinity and masculine social practices central to the video gaming lifeworld, and the multisensory social practices through which heterogeneous video gamers (from occasional lone gamers to fully immersed MMORPG enthusiasts) actively immerse themselves into, build, maintain and develop the video game lifeworld. A lifeworld wherein gamers develop their motivations to play and keep playing video games consequent to rewarding performances and interactions with other participants.
author2 King, Anthony
author_facet King, Anthony
Gazis, Victor Christos
author Gazis, Victor Christos
author_sort Gazis, Victor Christos
title Video gaming : the sociology of a lifeworld
title_short Video gaming : the sociology of a lifeworld
title_full Video gaming : the sociology of a lifeworld
title_fullStr Video gaming : the sociology of a lifeworld
title_full_unstemmed Video gaming : the sociology of a lifeworld
title_sort video gaming : the sociology of a lifeworld
publisher University of Exeter
publishDate 2012
url http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.573808
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