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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.

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    Abstract

    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.

    Item Type: Article
    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 Health & Social Care > School of Nursing, Midwifery, Social Work & Social Sciences > Centre for Social Research
    Colleges and Schools > College of Health & Social Care
    Colleges and Schools > College of Health & Social Care > School of Nursing, Midwifery, Social Work & Social Sciences
    Journal or Publication Title: Games and Culture
    Publisher: Sage
    Refereed: Yes
    ISSN: 1555-4120
    Depositing User: G Crawford
    Date Deposited: 05 Sep 2011 12:00
    Last Modified: 10 Jul 2014 11:53
    URI: http://usir.salford.ac.uk/id/eprint/17474

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