Jamie Wearing
Biographic Data
| ID | 6302320 |
|---|---|
| NAME | Jamie Wearing |
| GIVEN NAMES | Jamie |
| FAMILY NAME | Wearing |
| SIGNATURE | WEARING J |
| AFFILIATIONS | Macquarie University, Sydney, Australia |
| VERIFIED | No |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 15 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 2 |
Exploring adolescent computer gaming as leisure experience and consumption
The popular media and some aspects of social science research view computer gaming either in disruptive pathological terms or through one-dimensional notions, such as violence inducing or as simple escapism. These singular perspectives create gaps in the research and skew our understanding of computer games as a social phenomenon. To address this, we examine computer gaming as a leisure experience in the context of contemporary western consumer c…
Leisure in a world of ‘com-pu-pu-pu-pu-pu-pu-pu-pu-pu-pu-puter-puter, puter games’
This article is a conversation between an academic and his 14-year-old son and investigates the links between leisure and computer games. It focuses specifically on the son as an adolescent in the context of Western consumer society. It is interested in how he explores his leisure in relation to the computer game ‘League of Legends’ and how this indicates his adolescent self, which is a self that is increasingly targeted, marketed, packaged and p…
Exploring adolescent computer gaming as leisure experience and consumption
The popular media and some aspects of social science research view computer gaming either in disruptive pathological terms or through one-dimensional notions, such as violence inducing or as simple escapism. These singular perspectives create gaps in the research and skew our understanding of computer games as a social phenomenon. To address this, we examine computer gaming as a leisure experience in the context of contemporary western consumer c…
Leisure in a world of ‘com-pu-pu-pu-pu-pu-pu-pu-pu-pu-pu-puter-puter, puter games’
This article is a conversation between an academic and his 14-year-old son and investigates the links between leisure and computer games. It focuses specifically on the son as an adolescent in the context of Western consumer society. It is interested in how he explores his leisure in relation to the computer game ‘League of Legends’ and how this indicates his adolescent self, which is a self that is increasingly targeted, marketed, packaged and p…
Leisure in a world of ‘com-pu-pu-pu-pu-pu-pu-pu-pu-pu-pu-puter-puter, puter games’
This article is a conversation between an academic and his 14-year-old son and investigates the links between leisure and computer games. It focuses specifically on the son as an adolescent in the context of Western consumer society. It is interested in how he explores his leisure in relation to the computer game ‘League of Legends’ and how this indicates his adolescent self, which is a self that is increasingly targeted, marketed, packaged and p…
Exploring adolescent computer gaming as leisure experience and consumption
The popular media and some aspects of social science research view computer gaming either in disruptive pathological terms or through one-dimensional notions, such as violence inducing or as simple escapism. These singular perspectives create gaps in the research and skew our understanding of computer games as a social phenomenon. To address this, we examine computer gaming as a leisure experience in the context of contemporary western consumer c…
Deviance (statistics (2 works) · Digital Games and Media (2 works) · Gender, Feminism, and Media (2 works) · Impact of Technology on Adolescents (2 works) · Psychology (2 works) · Social Psychology (2 works) · Social Psychology (2 works) · Sociology (2 works) · Advertising (1 work) · Aesthetics (1 work)