Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century

IF 0.4 4区 社会学 Q4 SOCIOLOGY
Piotr Konieczny
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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.
桌面游戏的黄金时代:社交资本的创造和21世纪桌面游戏第三空间的崛起
本文重新审视了帕特南和奥尔登堡在世纪之交关于社会资本生成活动的衰落和某些社会场所的消失的两个观察。基于对三大洲长达十年的多地点观察,我发现普特南声称正在消失的一种特殊类型的活动——面对面的桌面游戏——正在蓬勃发展,而且通常是在奥尔登伯格描述为濒危的第三场所——当地咖啡馆和俱乐部中进行。我提出了相关休闲活动扩散的数据,包括对其纵向和地理传播和受欢迎程度的估计。我还阐述了社交资本是如何在实体游戏场所中产生的,并提出了这些场所的六种类型分类。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.00
自引率
16.70%
发文量
0
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