BazEkon - Biblioteka Główna Uniwersytetu Ekonomicznego w Krakowie

BazEkon home page

Meny główne

Konieczny Piotr (Hanyang University, South Korea)
Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century
Polish Sociological Review, 2019, nr 2, s. 199-215, rys., bibliogr. 37 poz.
Słowa kluczowe
Kapitał społeczny, Czas wolny
Social capital, Leisure time
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
  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
  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
  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
  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
  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
  21. ICV 2. 2015b. Six Straight Growth Years in Hobby Games. Retrieved from URL
  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
  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
  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
  33. Super Data Research. 2015. Global Games Market Report May 2015. Retrieved from URL
  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.
  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
Udostępnij na Facebooku Udostępnij na Twitterze Udostępnij na Google+ Udostępnij na Pinterest Udostępnij na LinkedIn Wyślij znajomemu