{"title":"Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century","authors":"Piotr Konieczny","doi":"10.26412/PSR206.05","DOIUrl":null,"url":null,"abstract":"This paper re-examines two turn-of-the-century observations of Putnam andOldenburg 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.","PeriodicalId":44204,"journal":{"name":"Polish Sociological Review","volume":"1 1","pages":"199-215"},"PeriodicalIF":0.4000,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Polish Sociological Review","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.26412/PSR206.05","RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"SOCIOLOGY","Score":null,"Total":0}
引用次数: 7
Abstract
This paper re-examines two turn-of-the-century observations of Putnam andOldenburg 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.