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Affinity Spaces and Gamers: Time Online and Associated Emotion
Young, Sarah M.; Brooks, Catherine F.
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https://hdl.handle.net/2142/100279
Description
- Title
- Affinity Spaces and Gamers: Time Online and Associated Emotion
- Author(s)
- Young, Sarah M.
- Brooks, Catherine F.
- Issue Date
- 2018
- Keyword(s)
- Gaming behavior
- Digital literacies
- Participatory culture
- Affinity spaces
- Leisure studies
- Abstract
- Scholars in information science often take interest in a wide variety of questions and dilemmas relative to games and gamers, technology and users. With this project, we focus on affinity space confessions. Our focus addresses video-game players’ perceptions of their time spent gaming in a time-scarce world. Though exploratory in nature, this study raises powerful questions around user perception of time spent in leisure activities. Indeed, this project raises many important issues between the time players devote to entertainment and the privilege of being able to play “too much.” We provide a discussion of what our findings can mean for information scientists, game developers, and other scholars across disciplines interested in the relationship between game playing, psychology, and behavior.
- Publisher
- iSchools
- Series/Report Name or Number
- iConference 2018 Proceedings
- Type of Resource
- text
- Language
- eng
- Permalink
- http://hdl.handle.net/2142/100279
- Copyright and License Information
- Copyright 2018 is held by Sarah Young, Catherine F. Brooks. Copyright permissions, when appropriate, must be obtained directly from the authors.
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