游戏的便利性

Thomas A.M. Skelly, Kristian Haulund Jensen, B. Halkier
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引用次数: 0

摘要

电子游戏的消费频率一直是学者们争论的话题。在现有的研究中,电子游戏使用的程度通常与“过度游戏”、“电子游戏成瘾”和“问题游戏”等术语相关。然而,在关于频繁玩电子游戏的研究中,游戏在日常生活中的社会物质和实际质量却很少受到理论和实证的关注。通过考虑这些问题,本文旨在通过实践理论的角度将游戏时间从问题框架中分离出来。经验数据来源于对经常玩游戏的丹麦年轻人的定性研究。文章发现,游戏是由多种社会物质组成的,这使得它在日常生活中消费起来非常方便。首先,与游戏设置相关的设备和应用程序让人觉得与电子游戏的互动平淡无奇,而且并不专注。其次,游戏的移动性使其能够与其他日常活动(如烹饪或通勤)同时进行。第三,频繁地玩电子游戏可能是因为游戏提供了方便的访问和灵活的社交选择。游戏的便利性表明,频繁参与电子游戏可以被视为人们如何重视时间利用的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The convenience of gaming
The frequency of video game consumption is a contested topic among scholars. In existing research, the extent of video game use is often related to the terminologies ‘excessive gaming’, ‘video game addiction’ and ‘problem gaming’. Yet the socio-material and practical qualities of gaming in everyday life have received little theoretical and empirical attention in the research on frequent video gaming. By considering these issues this article aims at detaching time spent gaming from a problem framework through a practice theoretical perspective. The empirical data stems from a qualitative study of young Danish adults who are frequently engaged in gaming. The article finds that gaming is constituted by multiple socio-material components that make it highly convenient to consume in everyday life. First, the devices and applications involved in gaming setups conjure mundane, and not focused, engagements with video games. Second, the mobility of gaming enables it to be simultaneously performed with other everyday practicalities such as cooking or commuting. Third, frequent video gaming may occur because the affordances of gaming grant easy access and flexible options for socialising. The convenience of gaming suggests that frequent engagements with video gaming can be viewed as a consequence of how people value their time use.
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