Gaming practices in everyday life. An analytical operationalization of field theory by means of practice theory

Claus Toft-Nielsen, Stinne Gunder Strøm Krogager

Research output: Contribution to journalJournal articleResearchpeer-review

Abstract

This article investigates digital game play (gaming) as a specific media field (Bourdieu, 1984, p. 72), in which especially gaming capital (Consalvo, 2007) functions as a theoretical lens. We aim to analyse the specific practices that constitute and are constituted in and around gaming. This multitude of practices is theoretically qualified by the second generation of practice theorists, including (Bruchler & Postill, 2010; Reckwitz, 2002; Schatzki, 2008; Warde, 2005). The empirical data are drawn from qualitative studies of gamers and gaming practices (focus groups as well as participant observations), and function as exemplary cases that illustrate our theoretical arguments. Our purpose is to analytically operationalize field theory, by means of practice theory, to enhance our understanding of digital games as new media and the specific contexts and media practices herein.
Original languageEnglish
JournalMedieKultur
Volume31
Issue number58
Pages (from-to)68-84
ISSN0900-9671
Publication statusPublished - 2015

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