The interplay between game design and social practice
Bibliographic Data
| ID | 6443616 |
|---|---|
| Authors | Kristian Haulund Jensen (0000-0002-5642-6399, VIVE - The Danish Center for Social Science Research, corresponding author), Lars Fynbo (0000-0002-3719-5839, VIVE - The Danish Center for Social Science Research), Nicolai Nybro Hansen (0009-0000-2206-0897, VIVE - The Danish Center for Social Science Research) |
| Year | 2023 |
| Volume | 27 |
| Issue | 2 |
| Pages | 1014-1033 |
| Publication date | 2023-07-26 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | New Media & Society (JOURNAL) |
| Journal identifiers | ISSN: 1461-4448 • E-ISSN: 1461-7315 |
| Publisher | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/14614448231187820 |
| OpenAlex | W4385271842 |
| Language | EN |
| Citations received | 3 |
| References cited | 62 |
Game design’s influence on how gaming is practiced is a debated topic within video game research. Overlapping with this debate are questions of how game design and social practice each contribute to experiences of problematic gaming. In this study, we drew on focus groups and individual interviews with a total of 107 adolescents. We deployed practice theory to demonstrate how game design is an integrated part of the material configurations of everyday gaming practices. Furthermore, we will provide empirical examples of how interplays between game design and social practices can shape experiences of problematic gaming. In the analysis, we will demonstrate how adverse consequences of gaming can emerge in the clash between game design and everyday life obligations. Additionally, we will show how strategically designed monetary mechanics and patterns can be intensified or stifled by players’ socializing practices. Finally, we will address the interplay between gendered practices and game designs
Epistemology · Everyday life · Focus (optics · Game art design · Game design · Game design document · Game Developer · Game mechanics · Game studies · Media studies · Multimedia · Political science · Public relations · Social practice · Sociology · Video game · Video game design · Computer Science · Digital Games and Media · Gender, Feminism, and Media · Impact of Technology on Adolescents
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| Citations per year | 1.5 |
|---|---|
| Citation span | 2024 - 2025 (2) |
| Highly cited | No |