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 language | English |
---|---|
Journal | MedieKultur |
Volume | 31 |
Issue number | 58 |
Pages (from-to) | 68-84 |
ISSN | 0900-9671 |
Publication status | Published - 2015 |