Do digital games and play mean the same things for different people? This article presents the results of a three-year study in which we sought for new ways to approach digital games cultures and playing practices. First, we present the research process in brief and emphasise the importance of merging different kinds of methods and materials in the study of games cultures. Second, we introduce a gaming mentality heuristics that is not dedicated to a certain domain or genre of games, addressing light casual and light social gaming motivations as well as more dedicated ones in a joint framework. Our analysis reveals that, in contrast to common belief, the majority of digital gaming takes place between 'casual relaxing' and 'committed entertaining', where the multiplicity of experiences, feelings, and understandings that people have about their playing and digital games is wide-ranging. Digital gaming is thus found to be a multi-faceted social and cultural phenomenon which can be understood, practiced and used in various ways.
Digital games have become a popular form of media entertainment. However, it remains unclear whether a canon of accepted knowledge and research practices has emerged that may define an independent field of research. This study is a collaborative effort to analyze the outlines of digital games research (DGR) through a survey among the membership of 3 institutionalized structures focusing on the study of digital games (International Communication Association Game Studies Interest Group, European Communication Research and Education Association Temporary Working Group DGR, and Digital Games Research Association). The study reveals relatively homogeneous viewpoints among games researchers, even regarding controversial aspects of digital games. It mirrors the mainstream scholarly views on contentious issues of a recently emerged field within communication studies.
Denne bog er endnu en i raekken af introducerende laerebøger til feltet computerspil, der i disse år springer frem som paddehatte på en våd graeseng [jvf. anmeldelsen af "Understanding video games" i forrige nummer af MedieKultur, red.]. Forfatteren til bogen, Frans Mäyrä, er ikke en 'hr. hvem som helst'. Professor ved University of Tampere i Finland og en af grundlaeggerne af det lokale Hypermedia Lab. Endvidere en af initiativtagerne til og mangeårig leder af DiGRA, der er den internationale sammenslutning af computerspilsforskere.
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