Game scenes: theorizing digital game audiences
Crawford, G and Gosling, V 2011, 'Game scenes: theorizing digital game audiences' , Games and Culture, 6 (2) , pp. 135-154.
|PDF - Published Version |
Restricted to Repository staff only
Download (168kB) | Request a copy
This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience—enabling parallels to be drawn with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research (funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ‘‘scene’’ (borrowed most notably from music fan studies) allows us to understand how gaming and game-related narratives are located within the ordinary and everyday lives of gamers but take on greater significance within certain physical locations.
|Uncontrolled Keywords:||Audience, digital gaming, gamers, everyday life, narrative, scene, space, sociology, subculture|
|Themes:||Media, Digital Technology and the Creative Economy|
|Schools:||Colleges and Schools > College of Arts & Social Sciences|
Colleges and Schools > College of Arts & Social Sciences > School of Humanities, Languages & Social Sciences > Centre for Social Research (CSR. Salford)
Colleges and Schools > College of Arts & Social Sciences > School of Humanities, Languages & Social Sciences
|Journal or Publication Title:||Games and Culture|
|Depositing User:||G Crawford|
|Date Deposited:||05 Sep 2011 12:00|
|Last Modified:||20 Aug 2013 18:08|
Document DownloadsMore statistics for this item...
Actions (login required)
|Edit record (repository staff only)|