{"title":"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","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":"{\"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}","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}
Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century
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.