Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

PL EN


2019 | 6 | 1 | 7-26

Article title

The Matter at Hand: A Practice-Theoretical Model of Digital Gaming

Authors

Content

Title variants

Praktyczno-teoretyczny model grania cyfrowego

Languages of publication

EN

Abstracts

EN
Investigations into the nature of the activity of gaming have been made difficult by virtue of the plurality of possible forms this activity may take. In this paper, I address this problem by examining (digital) gaming under the heading of practice theory, in an attempt to shed more light on the practical aspects of ludic literacy. Building on the theoretical and conceptual frameworks of Pierre Bourdieu, I present a general model of digital gaming as a form of situated human practice, followed by details of a case study, conducted in order to test and adjust the initial version of the model. Though further research with a greater population of players is needed in order to expand the scope of the model, the findings of the study lend credence to its validity as a conceptual framework for delineating and framing different practices generated by digital game artefacts.
PL
Badania nad naturą grania są utrudnione przez różnorodność możliwych form, jakie może przybierać ta działalność. W artykule tym podejmuję ten problem, analizując gry (cyfrowe) pod szyldem teorii praktyki i próbuję rzucić więcej światła na praktyczne aspekty kompetencji ludycznych. Opierając się na założeniach teoretycznych i koncepcyjnych Pierre’a Bourdieu, przedstawiam ogólny model gier cyfrowych jako formy usytuowanej praktyki człowieka, a następnie prezentuję studium przypadku, zaprojektowane w celu przetestowania i skorygowania wstępnej wersji modelu. Choć poszerzenie zakresu stosowalności modelu wymaga badań na większej populacji graczy, wyniki naszego badania potwierdzają poprawność naszego modelu rozumianego jako teoria wyznaczania i osadzania praktyk wyrosłych z artefaktów ludycznych.

Year

Volume

6

Issue

1

Pages

7-26

Physical description

Dates

published
2019-12-30

Contributors

  • The Royal Danish Academy, Institute for Visual Design

References

  • Apperley, Thomas H. (2006), Genre and game studies: Toward a critical approach to video game genres, “Simulation & Gaming”, no. 37(1), pp. 6–23.
  • Arsenault, Dominic (2009), Video game genre, evolution and innovation, “Eludamos. Journal for Computer Game Culture”, no. 3(2), pp. 149–176.
  • Barr, Pippin (2008), Video game values: Play as human-computer interaction (Doctoral dissertation), Wellington: Victoria University of Wellington.
  • Bourdieu, Pierre (1989), Social space and symbolic power, “Sociological theory”, no. 7(1), pp. 14–25.
  • Bourdieu, Pierre (1990), In other words: Essays towards a reflexive sociology, Stanford CA: Stanford University Press.
  • Bourdieu, Pierre (1991), Language and symbolic power, Cambridge MA: Harvard University Press.
  • Bourdieu, Pierre (2013), Outline of a theory of practice (Trans. R. Nice), Cambridge: Cambridge University Press. (Original work published 1972).
  • Bourdieu, Pierre (2014), The logic of practice (Trans. R. Nice), Stanford CA: Stanford University Press. (Original work published 1980).
  • Bourdieu, Pierre, Wacquant, Loïc (1992), An invitation to reflexive sociology, Cambridge: Polity Press.
  • Bourgonjon, Jeroen (2014), The meaning and relevance of video game literacy, “CLCWeb: Comparative Literature and Culture”, no. 16(5), pp. 1–8.
  • Bryman, Alan (2012), Social Research Methods (4th ed.), Oxford: Oxford University Press.
  • Buckingham, David (2008), What do young people need to know about digital media, [in:] Colin Lankshear, Michele Knobel (eds.), Digital literacies: Concepts, policies and practices, Peter Lang Publishing, pp. 73–88.
  • Buckingham, David, Burn, Andrew (2007), Game literacy in theory and practice, “Journal of Educational Multimedia and Hypermedia”, no. 16(3), pp. 323–349.
  • Consalvo, Mia (2007), Cheating: Gaining Advantage in Videogames, Cambridge: MIT Press.
  • Couldry, Nick (2012), Media, society, world: Social theory and digital media practice, Cambridge: Polity Press.
  • Eisenhardt, Kathleen M. (1989), Building theories from case study research, “Academy of Management Review”, no. 14(4), pp. 532–550.
  • Flanagan, Mary (2003), SIMple and personal: Domestic space and The Sims, [in:] Proceedings of the Melbourne Digital Arts and Culture Conference, Melbourne, May 19–23, pp. 1–4.
  • Flyvbjerg, Bent (2006), Five misunderstandings about case-study research, “Qualitative inquiry”, no. 12(2), pp. 219–245.
  • Gee, James P. (2003), What video games have to teach us about learning and literacy, New York: Palgrave Macmillan.
  • Huang, Jeff, Yan, Eddie, Cheung, Gifford, Nagappan, Nachiappan, Zimmermann, Thomas (2017), Master maker: Understanding gaming skill through practice and habit from gameplay behavior, “Topics in Cognitive Science”, no. 9(2), pp. 437–466.
  • Iacovides, Ioanna (2009), Exploring the link between player involvement and learning within digital games, [in:] Proceedings of the 23rd British HCI group annual conference on people and computers: Celebrating people and technology, British Computer Society, pp. 29–34.
  • Järvinen, Aki S. (2009), Games without Frontiers: Methods for Game Studies and Design (Doctoral dissertation), Tampere, Finland: University of Tampere.
  • Jenkins, Richard (1992), Pierre Bourdieu, London: Routledge.
  • Juul, Jesper (2005), Half-real: Video games between real rules and fictional worlds, Cambridge MA: MIT Press.
  • Kirkpatrick, Graeme (2015), The formation of gaming culture: UK gaming magazines, 1981–1995, Basingstoke: Palgrave Macmillan.
  • Klevjer, Rune, Hovden, Jan F. (2017), The Structure of Videogame Preference, “Game Studies”, no. 17(2).
  • Leino, Olli T. (2009), Understanding Games as Played: Sketch for a first-person perspective for computer game analysis, [in:] Proceedings of the Philosophy of Computer Games Conference, Oslo 2009, pp. 1–15.
  • Lynch, Julianne, Rowlands, Julie, Gale, Trevor, Skourdoumbis, Andrew (eds.), (2016), Practice Theory and Education: Diffractive readings in professional practice, Routledge.
  • Malaby, Thomas M. (2007), Beyond play: A new approach to games, “Games and culture”, no. 2(2), pp. 95–113.
  • Ortner, Sherry B. (1984), Theory in Anthropology since the Sixties, “Comparative studies in society and history”, no. 26(1), pp. 126–166.
  • Rouse, Joseph (2007), Practice theory, [in:] Stephen P. Turner, Mark W. Risjord (eds.), Philosophy of Anthropology and Sociology. Handbook of the Philosophy of Science, Elsevier, pp. 639–683.
  • Shaw, Adrienne (2013), Rethinking game studies: A case study approach to video game play and identification, “Critical Studies in Media Communication”, no. 30(5), pp. 347–361.
  • Squire, Kurt (2006), From content to context: Videogames as designed experience, “Educational Researcher”, no. 35(8), pp. 19–29.
  • Squire, Kurt (2008), Video-game literacy: A literacy of expertise, [in:] Donald J. Leu, Julie Coiro, Michele Knobel, Colin Lankshear, Handbook of research on new literacies, pp. 635–670.
  • Strauss, Anselm, Corbin, Juliet (1998), Basics of qualitative research: Techniques and procedures for developing grounded theory, Thousand Oaks CA: Sage.
  • Tengblad, Stefan (ed.) (2012), The work of managers: Towards a practice theory of management, Oxford University Press.
  • Vahlo, Jukka (2017), An Enactive Account of the Autonomy of Videogame Gameplay, “Game Studies”, no. 17(1).
  • Wittgenstein, Ludwig (1958), Philosophical investigations (2nd ed.), Oxford, UK: Basil Blackwell. (Original work published 1953).
  • Yin, Robert K. (2009), Case study research: Design and methods, Los Angeles CA: Sage.
  • Zagal, José P. (2010), Ludoliteracy: Defining, understanding, and supporting games education, LaVergne TN: ETC Press.
  • Zimmerman, Eric (2009), Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century, [in:] Mark J.P. Wolf, Bernard Perron (eds.), The video game theory reader 2, London: Routledge, pp. 23–31.
  • Bungie. (2003). Halo: Combat Evolved [Windows]. Redmond, WA: Microsoft Game Studios.
  • Firaxis Games. (2010). Civilization V [Windows]. Novato, CA: 2K Games.
  • iD Software. (1993). Doom [MS-DOS]. New York City, NY: GT Interactive Software Corp.
  • iD Software. (1996). Quake [MS-DOS]. New York City, NY: GT Interactive Software Corp.
  • Maxis. (2000-present). The Sims [Windows]. Redwood City, CA: Electronic Arts.
  • Metanet Software. (2016). N++ [Windows]. Toronto, Ontario: Metanet Software.
  • Pajitnov, A., Pavlovsky, D., Gerasimov, V. (1986). Tetris. Moscow, Russia: AcademySoft.
  • Squaresoft. (1998). Final Fantasy Tactics [PlayStation]. San Mateo, CA: Sony Computer Entertainment.
  • Team Meat. (2010). Super Meat Boy [Windows]. Team Meat.
  • Terry Cavanagh. (2014). VVVVVV [iOS]. Santa Ana, CA: Nicalis, Inc.
  • Ubisoft Montpellier. (2013). Rayman Legends [Windows]. Montreuil, France: Ubisoft.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.ojs-doi-10_18778_2391-8551_06_01
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.