BazEkon - Biblioteka Główna Uniwersytetu Ekonomicznego w Krakowie

BazEkon home page

Meny główne

Autor
Konieczny Piotr (Hanyang University, South Korea)
Tytuł
Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century
Źródło
Polish Sociological Review, 2019, nr 2, s. 199-215, rys., bibliogr. 37 poz.
Słowa kluczowe
Kapitał społeczny, Czas wolny
Social capital, Leisure time
Uwagi
summ.
Abstrakt
This paper re-examines two turn-of-the-century observations of Putnam and Oldenburg about the decline of social capital-generating activities, and disappearance of certain social venues. Based on a decade of multisite observations on three continents I show that a particular type of an activity that Putnam claimed was disappearing-face-to-face, tabletop gaming-is thriving, and often doing so in third-place-like venues that Oldenburg described as endangered-local cafés and clubs. I present data on the proliferation of related leisure activities, including an estimate of their longitudinal and geographical spread and popularity. I also illustrate how social capital is created in physical gaming venues, and propose a six-type classification of those venues. (original abstract)
Dostępne w
Biblioteka Główna Uniwersytetu Ekonomicznego w Krakowie
Pełny tekst
Pokaż
Bibliografia
Pokaż
  1. Adler, P.A., Adler, P. 1987. Membership Roles in Field Research. Newbury Park, Calif: Sage Publications Inc.
  2. Carter, M., Gibbs, M., & Harrop, M. 2014. Drafting an Army: The Playful Pastime of Warhammer 40,000, Games and Culture 9 (2): 122-147. doi: 10.1177/1555412013513349.
  3. Coleman, J. S. 1988. Social Capital in the Creation of Human Capital, American Journal of Sociology 94: S95-S120.
  4. Duffy, O. 2014. Board games' golden age: sociable, brilliant and driven by the internet. The Guardian, edition of 25 November 2014. Retrieved from URL http://www.theguardian.com/technology/2014/nov/25/boardgames-internet-playstation-xbox
  5. Dwyer, S.C., Buckle, J. L. 2015. The Space Between: On Being an Insider-Outsider in Qualitative Research, International Journal of Qualitative Methods 8 (1): 54-63.
  6. Ducheneaut, N., Moore, R., & Nickell, E. 2007. Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games, Computer Supported Cooperative Work 16 (1): 129-166.
  7. Eklund, L. 2012. The sociality of gaming: A mixed methods approach to understanding digital gaming as a social leisure activity (Doctoral dissertation). Diss. (sammanfattning) Stockholm: Stockholms universitet.
  8. ESA. 2015. Essential Facts About the Computer and Video Game Industry. Retrieved from URL http://www.theesa.com/article/2015-essential-facts-report-finds-nearly-half-u-s-plays-video-games/.
  9. Fine, G. A. 1983. Shared Fantasy: Role playing games as social worlds. Chicago: University of Chicago Press.
  10. Fischer, C. S. 2011. Still Connected: Family and Friends in America since 1970. New York: Russell Sage Foundation.
  11. Fisher, H. D. 2015. Sexy, Dangerous-and Ignored. An In-depth Review of the Representation of Women in Select Video game Magazines, Games and Culture 10 (6): 551-570. doi: 10.1177/1555412014566234.
  12. Freehill-Maye, L. 2016. In Toronto Cafes, Board Games Rule, New York Times. Retrieved from URL http://www.nytimes.com/2016/01/31/travel/toronto-cafes-board-games.html?r=0.
  13. Gajadhar, B. J., Kort, Y. A., Ijsselsteijn, W. A., & Poels, K. 2009. Where everybody knows your game: the Appeal and Function of Game Cafés in Western Europe, Proceedings of the International Conference on Advances in Computer Enterntainment Technology-ACE '09. doi: 10.1145/1690388.1690394.
  14. Godfrey, T. 2016. The Dice Latte, Groove Korea. Retrieved from URL http://groovekorea.com/article/the-dicelatte/.
  15. Goffman, E. 1959. The Presentation of Self in Everyday Life. Garden City, N.Y: Random House.
  16. Goffman, E. 1961. Fun in Games. Encounters. Indianapolis: Bobbs-Merill.
  17. Hartmann, T., & Klimmt, C. 2006. Gender and computer games: Exploring females' dislikes, Journal of Computer-Mediated Communication 11 (4): 910-931. doi: 10.1111/j.1083-6101.2006.00301.x.
  18. Heller, M. 2008. Games and media: the acquisition of social structure and social rules, in: S.M. Livingstone, & K. Drotner, International Handbook of Children, Media and Culture. London: SAGE Publications.
  19. Holden, A. 2007. Bigger Deal: A Year Inside the Poker Boom. New York: Simon & Schuster.
  20. ICV 2. 2015a. Hobby Games Market Climbs to $880 Million. Retrieved from URL http://icv2.com/articles/markets/view/32102/hobby-games-market-climbs-880-million.
  21. ICV 2. 2015b. Six Straight Growth Years in Hobby Games. Retrieved from URL http://icv2.com/articles/news/view/30959/six-straight-growth-years-hobby-games.
  22. Jonsson, F. 2012. Hanging out in the game café: Contextualising co-located computer game play practices and experiences (Doctoral dissertation). Diss. (sammanfattning). Stockholm: Stockholm University.
  23. Kinkade, P. T., Katovich, M. A. 2008. Beyond Place On Being a Regular in an Ethereal Culture, Journal of Contemporary Ethnography 38 (1): 3-24.
  24. Morris, C. 2015. Six Reasons China Loves Board Game Cafes. Flamingo. Retrieved from http://flamingogroup.com/six-reasons-china-loves-board-game-cafes.
  25. Ortega-Girmaldo, F. 2008. Games as Cultural Practice: Postcolonial Implications. (Doctoral dissertation). Texas Technical University.
  26. Oldenburg, R. 1999. The Great Good Place: Cafes, Coffee Shops, Bookstores, Bars, Hair Salons, and Other Hangouts at the Heart of a Community. New York: Paragon House.
  27. Owen, D. 2014. Board games' golden age: sociable, brilliant and driven by the internet. The Guardian, Retrieved from URL http://www.theguardian.com/technology/2014/nov/25/board-games-internet-playstationxbox.
  28. Ouwersloot, H., & Odekerken-Schröder, G. 2008. Who's Who in Brand Communities-and Why?, European Journal of Marketing 42 (5/6): 571-585. doi: 10.1108/03090560810862516.
  29. Portes, A. 2000. Social Capital: Its Origins and Applications in Modern Sociology, in: E.L. Lesser, Knowledge and Social Capital: Foundations and Applications. Boston: Butterworth-Heinemann.
  30. Putnam, R. D. 2000. Bowling Alone: The Collapse and Revival of American Community. New York: Simon and Schuster.
  31. Robison, L. J., Schmid, A. A., & Siles, M. E. 2002. Is Social Capital Really Capital?, Review of Social Economy 60: 1-21.
  32. Small, A. 2015. A Geek's Guide to Academic Committee Work, Chronicle of Higher Education Retrieved from URL http://chronicle.com/article/A-Geeks-Guide-to-Academic/233725.
  33. Super Data Research. 2015. Global Games Market Report May 2015. Retrieved from URL https://www.superdataresearch.com/global-games-market-2015/.
  34. Wakeford, N. 2003. The Embedding of Local culture in Global Communication: Independent Internet Cafés in London, New Media & Society 5 (3): 379-399. doi: 10.1177/14614448030053005.
  35. Weaver, D. A., Bimber, B. 2008. Finding News Stories: A Comparison of Searches Using Lexisnexis and Google News, Journalism & Mass Communication Quarterly 85 (3): 515-530. http://doi.org/10.1177/107769900808500303.
  36. Woods, S. 2012. Eurogames: The Design, Culture and Play of Modern European Board Games. Jefferson, N.C.: McFarland.
  37. Zagal, J. P., Rick, J., & Hsi, I. 2006. Collaborative games: Lessons learned from boardgames, Simulation and Gaming 37 (1): 24-40. doi: 10.1177/1046878105282279.
Cytowane przez
Pokaż
ISSN
1231-1413
Język
eng
URI / DOI
http://dx.doi.org/10.26412/psr206.05
Udostępnij na Facebooku Udostępnij na Twitterze Udostępnij na Google+ Udostępnij na Pinterest Udostępnij na LinkedIn Wyślij znajomemu