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Digital Materialities and Family Practices. The gendered, practical, aesthetical and technological domestication of play

Enevold, Jessica LU (2014) In Transactions of the Digital Games Research Association - ToDigra 1(2).
Abstract
Digital gameplay is now firmly embedded in everyday practices in many Scandinavian homes. This paper deals with the constitution of such practices in families by taking a closer look at the material objects essential to play and their role in the “design of everyday life” (Shove et al 2007). It uses ethnographic method and anthropological practice theory to attend to the domestic spaces of leisure and play, the home environments, in which the large part of today’s practices of playing digital games takes place. It focuses on the stagings of material, not virtual, artifacts of gaming: screens, consoles, hand-held-devices essential to play and their locations and movements around the home. It demonstrates how everyday practices, seemingly... (More)
Digital gameplay is now firmly embedded in everyday practices in many Scandinavian homes. This paper deals with the constitution of such practices in families by taking a closer look at the material objects essential to play and their role in the “design of everyday life” (Shove et al 2007). It uses ethnographic method and anthropological practice theory to attend to the domestic spaces of leisure and play, the home environments, in which the large part of today’s practices of playing digital games takes place. It focuses on the stagings of material, not virtual, artifacts of gaming: screens, consoles, hand-held-devices essential to play and their locations and movements around the home. It demonstrates how everyday practices, seemingly mundane scenographies and choreographies, practically, aesthetically and technologically determined, order everyday space-time and artifacts, domesticate play and condition performances of family, gender and gaming. In the process, a history of the domestication of play unfolds (Less)
Please use this url to cite or link to this publication:
author
organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
Play, gender, family, game-time, game-space, performance, practice theory, culture, ethnography, anthropology, everyday life, choreography, scenography, staging-play, material culture, ludotopia, mobility, domestic, design of everyday life, history-of-play
in
Transactions of the Digital Games Research Association - ToDigra
volume
1
issue
2
publisher
Digital Games Research Association - DiGRA
ISSN
2328-9422
project
Gaming Moms : Juggling Time, Play and Family Life
language
English
LU publication?
yes
id
4d3b1cb3-abf1-4c03-8c18-f6a0c162641e (old id 3232784)
alternative location
http://todigra.org/index.php/todigra/article/download/12/18
date added to LUP
2012-12-11 09:38:50
date last changed
2016-04-16 02:25:16
@article{4d3b1cb3-abf1-4c03-8c18-f6a0c162641e,
  abstract     = {Digital gameplay is now firmly embedded in everyday practices in many Scandinavian homes. This paper deals with the constitution of such practices in families by taking a closer look at the material objects essential to play and their role in the “design of everyday life” (Shove et al 2007). It uses ethnographic method and anthropological practice theory to attend to the domestic spaces of leisure and play, the home environments, in which the large part of today’s practices of playing digital games takes place. It focuses on the stagings of material, not virtual, artifacts of gaming: screens, consoles, hand-held-devices essential to play and their locations and movements around the home. It demonstrates how everyday practices, seemingly mundane scenographies and choreographies, practically, aesthetically and technologically determined, order everyday space-time and artifacts, domesticate play and condition performances of family, gender and gaming. In the process, a history of the domestication of play unfolds},
  author       = {Enevold, Jessica},
  issn         = {2328-9422},
  keyword      = {Play,gender,family,game-time,game-space,performance,practice theory,culture,ethnography,anthropology,everyday life,choreography,scenography,staging-play,material culture,ludotopia,mobility,domestic,design of everyday life,history-of-play},
  language     = {eng},
  number       = {2},
  publisher    = {Digital Games Research Association - DiGRA},
  series       = {Transactions of the Digital Games Research Association - ToDigra},
  title        = {Digital Materialities and Family Practices. The gendered, practical, aesthetical and technological domestication of play},
  volume       = {1},
  year         = {2014},
}