Year: 2009
Type: conference-paper
Abstract: There have been several sociologists who have written, sometimes quite extensively and informatively, on video games, and more commonly many within video games studies have tapped into wider sociological literatures. However, more generally, the willingness of sociology to engage with video games and gamer analysis has been rather underwhelming, and this is particularly significant, for as Nieborg and Hermes (2008) argue, video games offer a key area for developing our understanding of contemporary audience, consumer and production patterns. Similarly, the general level of engagement with sociological literatures within games studies has at times been fairly limited. Though writers sometimes draw on philosophical/sociological ideas, such as ‘the magic circle’, which they claim are ‘social’ concepts, there is little understanding or engagement with what this actually means. Hence, this paper offers a (further) critique of the magic circle and similar concepts, but argues that the key weakness of these concepts is their lack of engagement with, and applicability to, other spheres of social life. To this end, I suggest that the (also sometimes used in game studies) concept of frame analysis, does offer a more social theory; however, what is truly needed in game studies (reflecting the arguments of early criminological debates in the 1960s and 70s) is a ‘fully social theory’ (Taylor, Walton & Young 1973) of gaming.
Author: Garry Crawford
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W749420492
