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Electronic Video Gaming
Video gaming is a popular activity in contemporary society. Over 25 million gaming devices and more than 335 million computer and video games have been sold in the United Kingdom in the last ten years. The combined video and computer game sales in the United States was over $10.5 billion in 2009, and 67 percent of American households own some form of video game entertainment hardware. Gaming involves a variety of technologies, spaces, and practices of consumption that are increasingly social. Early research on gaming was driven by concerns about the consequences of exposure to violent game content and the encouragement of aggressive behavior. This focus has expanded in recent years, and gaming has been increasingly researched from a number of different theoretical and thematic perspectives by academics from a variety of different disciplinary backgrounds (e.g., psychology, sociology, film and cultural studies, computing). Despite the broadening of academic interest in this area, there has been a lack of research on the meanings and motivations associated with gaming, its place within everyday practices of consumption, and its relation to identity. This is consistent with research on media consumption and ethnographies of technology that highlights the importance of understanding technologies through the value and meaning associated with their consumption within everyday communities and practices. Recent research has begun to examine the situated aspects of playing video games within everyday contexts, their facilitation of social cohesion between peer groups, and its relationship with other leisure practices.
An important focus of such research has been the gendered consumption and social practices associated with video gaming. Jo Bryce and Jason Rutter claim that the lack of female participation and representation in gaming is consistent with broader gender dynamics of leisure and consumption, and the reinforcement and reproduction of established gender roles. Researchers such as Marsha Kinder have identified female representations within game content as sexualized and stereotypical, contributing to the perception that gaming embodies masculine activities and culture, and excluding females through the promotion of the idea of female technological inferiority and the gendering of technological artifacts.
However, Bryce and Rutter have criticized such approaches for taking a passive view of the meanings constructed around representations of masculinity and femininity in games, assuming a direct causal relationship between female (and male) representations and their consumption. This contrasts with research examining gender differences in the productive consumption of texts and computer games that demonstrates possibilities for a variety of gendered readings.
Research has also examined the gender dynamics of gaming in public and private, as well as domestic and online, spaces. Constraints and possibilities for female participation in these contexts have been examined by Angela McRobbie and by Bryce and Rutter, who suggest that they are highly gendered. Domestic gaming spaces and technologies, for example, show evidence of males assuming the role of “expert,” undermining female skills and controlling access. Online gaming environments provide opportunities to reduce constraints on female participation consistent with female participation in other leisure activities previously perceived to be “male” (e.g., football/soccer). This can be understood within a context of resistance to the constraints placed on female leisure in contemporary society and can potentially alter the gender dynamics of gaming.
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- Everyday Life
- Addiction
- Adornment
- Aestheticization of Everyday Life
- Aesthetics
- Alternative Medicine
- Americanization
- Anorexia
- Architecture
- Art and Cultural Worlds
- Asceticism
- Authenticity
- Barbie Dolls
- Body Shop, The
- Body, The
- Bricolage
- Car Cultures
- Childhood
- Cinema
- Civilizing Processes
- Clothing Consumption
- Clubbing
- Coffee Shops
- Collecting and Collectibles
- Consumer Dissatisfaction
- Consumer Illnesses and Maladies
- Consumer Socialization
- Convenience
- Cool Hunters
- Cosmetic Surgery
- Cosmetics
- Cultural Flows
- Dandyism
- Desire
- Dieting
- Dining Out
- Discount Stores
- Downshifting
- Emotions
- Family Meal
- Fans
- Fashion
- Food Consumption
- Gambling
- Gardening
- Glastonbury/Woodstock
- Hair Care/Hairdressing
- Happiness
- Harried Leisure Class
- Hedonism
- Higher Education
- Hobbyists and Amateurs
- Imaginative Hedonism
- Inventing Tradition
- Jeans
- Leisure
- Mass Tourism
- Memorials
- Memory
- Metrosexual
- Multiculturalism
- Nostalgia
- Obesity
- Organic Food
- Pubs and Wine Bars
- Recreation
- Retro
- Routines and Habits
- Satiation
- Seaside Resorts
- Senses
- Sex
- Sex Tourism
- Slow Food Movement
- Sociability
- Souvenirs
- Sports
- Style
- Supermodels
- T-Shirts
- Tamed Hedonism
- Taste
- Thrift
- Toys
- Typologies of Shoppers
- Waste
- Weddings
- Well-Being
- Work-and-Spend Cycle
- Youth Culture
- Geographies and Histories of Consumer Culture
- Air and Rail Travel
- Automobiles
- Bicycles
- British Empire
- Car-Boot Sales and Flea Markets
- Caribbean and the Slave Trade
- Carnivals
- Christianity
- Coffee
- Cold War
- Colonialism
- Confectionery
- Consumer Co-Operatives
- Consumer Culture in Africa
- Consumer Culture in East Asia
- Consumer Culture in Latin America
- Consumer Nationalism
- Consumer Revolution in Eighteenth-Century Britain
- Consumption in Postsocialist China
- Consumption in Postsocialist Societies: Eastern Europe
- Consumption in the United States: Colonial Times to the Cold War
- Delocalization
- Department Stores
- Diaspora
- Disney
- Do-It-Yourself
- Enlightenment
- European Union
- Famine
- Flaneur/euse
- Franchising
- Gendering of Public and Private Space
- Ghettos
- Grand Tour
- Great Depression (U.S.)
- Hinduism
- History of Food
- Home Computer
- Islam
- Italian Fascism and Fashion
- Japan as a Consumer Culture
- Liminality
- Locality
- Medieval Consumption
- Metropole
- Moral Geography
- National Cultures
- Opium Trade
- Porcelain
- Radio
- Rationing
- Sears, Roebuck and Company
- Shopping
- Smuggling and Black Markets
- Socialism and Consumption
- Spaces and Places
- Spaces of Shopping
- Spas
- Spices
- Suburbia
- Sugar
- Tea
- Textiles
- Tobacco
- Tourist Gaze
- Transnational Capitalism
- Tupperware
- Urban Cultures
- Voluntary Associations
- Walmart
- Wine
- World Exhibitions
- Zoos and Wildlife Parks
- Methods and Trends
- Actor-Network Theory
- Attitude Surveys
- Autoethnography
- Comparing Consumer Cultures
- Consumer Expenditure Surveys
- Consumer Interviews
- Consumption and Time Use
- Consumption Patterns and Trends
- Content Analysis
- Conversation Analysis
- Databases and Consumers
- Discourse Analysis
- Econometrics
- Economic Indicators
- Ethnography
- Focus Groups
- Historical Analysis
- Lifestyle Typologies
- Likert Scales
- Longitudinal Studies
- Mass Observation
- Measuring Satisfaction
- Measuring Standards of Living
- Measuring the Environmental Impact of Consumption
- Methodologies for Studying Consumer Culture
- Methods of Market Research
- Motivation Research
- Multiple Correspondence Analysis
- Multisited Ethnography
- Multivariate Analysis
- Object Biographies
- Opinion Polls
- Production of Culture
- Social Network Analysis
- Spatial Analysis
- Surveys
- Time-Use Diaries
- Persons
- Adorno, Theodor
- Althusser, Louis
- Bakhtin, Mikhail
- Barthes, Roland
- Bataille, Georges
- Baudrillard, Jean
- Benjamin, Walter
- Bourdieu, Pierre
- Braudel, Fernand
- de Certeau, Michel
- Douglas, Mary
- Durkheim, Émile
- Elias, Norbert
- Freud, Sigmund
- Galbraith, John Kenneth
- Goffman, Erving
- Gramsci, Antonio
- Horkheimer, Max
- Kant, Immanuel
- Keynes, John Maynard
- Kyrk, Hazel
- Lévi-Strauss, Claude
- Lasch, Christopher
- Lazarsfeld, Paul Felix
- Lefebvre, Henri
- Linder, Staffan Burenstam
- Lyotard, Jean-François
- Mandeville, Bernard
- Marcuse, Herbert
- Marshall, Alfred
- Marx, Karl
- Maslow, Abraham
- Mauss, Marcel
- McLuhan, Marshall
- Mead, George Herbert
- Patten, Simon Nelson
- Rostow, Walt Whitman
- Silverstone, Roger
- Simmel, Georg
- Smith, Adam
- Sombart, Werner
- Veblen, Thorstein Bunde
- Weber, Max
- Politics and Consumption
- Alternative Consumption
- Carbon Trading
- Citizenship
- Civil Society
- Consumer Apathy
- Consumer Culture in the USSR
- Consumer Policy (China)
- Consumer Policy (European Union)
- Consumer Policy (Japan)
- Consumer Policy (United States)
- Consumer Policy (World Trade Organization)
- Consumer Protest: Animal Welfare
- Consumer Protest: Anticapitalism
- Consumer Protest: Environment
- Consumer Protest: Water
- Consumer Rights and the Law
- Culture Jamming
- Culture-Ideology of Consumerism
- Feminist Movement
- Food Scares
- Governmentality
- Inequalities
- Life(style) Politics
- Luxury Taxes
- New Right
- Organ and Blood Donations
- Philanthropy
- Political and Ethical Consumption
- Prosumption
- Public Goods
- Public Sphere
- Resistance
- Responsible Consumption
- Social Movements
- State Provisioning
- Subversion
- Voting Behaviors
- Production, Exchange, and Distribution
- Advertising
- Branding
- Celebrity
- Channels of Desire
- Christmas
- Coca-Cola
- Collective Consumption
- Companies as Consumers
- Consumer Education
- Consumer Regulation
- Consumer Testing and Protection Agencies
- Counterfeited Goods
- Craft Production
- Credit
- Cultural Intermediaries
- Culture Industries
- Cycles of Production and Consumption
- De-Skilling, Re-Skilling, and Up-Skilling
- Debt
- Division of Labor
- Domestic Services
- E-Commerce
- Eco-Labeling
- Electronic Point of Sale (EPOS)
- Emotional Labor
- Energy Consumption
- Environmental Footprinting
- Fair Trade
- Fashion Forecasters
- Fashion Industry
- Global Cities
- Global Institutions
- Health Care
- Hire-Purchase and Rental Goods
- Household Budgets
- Industrial Society
- Informal Economy
- Information Society
- Informational Capital
- Infrastructures and Utilities
- Inheritance
- Innovation Studies
- Licensing of Clothing Brands
- Mass Production and Consumption
- Media Convergence and Monopoly
- Money
- Neuromarketing
- Opinion Leaders
- Outsourcing
- Packaging
- Pink Pounds/Dollars
- Post-Fordism
- Postindustrial Society
- Product Loss Leaders
- Product Placements
- Renewable Resources
- Reuse/Recycling
- Self-Service Economy
- Service Industry
- Sneakers/Trainers
- Social and Economic Development
- Store Loyalty Cards
- Sumptuary Laws
- Supermarkets
- Systems of Provision
- Trade Standards
- Trademarks
- Social Divisions and Social Groups
- Age and Aging
- American Dream
- Belonging
- Binge and Excess
- Collective Identity
- Consumer Anxiety
- Cosmopolitanism
- Domestic Division of Labor
- Elites
- Ethnicity/Race
- Families
- Femininity
- Friendship
- Gender
- Generation
- Households
- Identity
- Interpellation
- Life Course
- Lifestyle
- Masculinity
- Migration
- Mimesis
- Moral Economy
- Othering
- Positional Goods
- Retirement
- Romantic Love
- Seduced and Repressed
- Self-Presentation
- Self-Reflexivity
- Sexuality
- Single-Person Households
- Social Class
- Social Exclusion
- Social Networks
- Status
- Subaltern
- Symbolic Violence
- Technology and Media
- Audience Research
- Bollywood
- Broadcast Media
- Comics
- Cyborgs
- Domestic Technologies
- Electronic Video Gaming
- Feminism and Women's Magazines
- Fine Arts
- Gender Advertising
- Hollywood
- Information Technology
- Internet
- Men's Magazines
- Mobile Media Gadgets of the Analog Age
- Mobile Phones
- Performing Arts/Performance Arts
- Personals/Personal Ads
- Photography and Video
- Planned Obsolescence
- Popular Music
- Print Media
- Reality TV
- Second Life
- Soap Operas and Telenovelas
- Social Shaping of Technology
- Sociotechnical Systems
- Teenage Magazines
- Telephones
- Television
- Textual Poachers
- Virtual Communities
- Walkmans and iPods
- Women's Magazines
- Theoretical Perspectives and Concepts
- Acculturation
- Affluent Society
- Alienation
- Anomie
- Anthropology
- Appropriation
- Attitude Theory
- Beauty Myth
- Bounded Rationality
- Capitalism
- Circuits of Culture/Consumption
- Cognitive Structures
- Commercialization
- Commodification
- Commodities
- Communication Studies
- Conspicuous Consumption
- Consumer (Freedom of) Choice
- Consumer Behavior
- Consumer Demand
- Consumer Durables
- Consumer Moods
- Consumer Society
- Consumer Sovereignty
- Consuming the Environment
- Convention Theory
- Craft Consumer
- Cultural Capital
- Cultural Fragmentation
- Cultural Omnivores
- Cultural Studies
- Cultural Turn
- Decommodification
- Dematerialization
- Design
- Diderot Effect
- Diffusion Studies and Trickle Down
- Discourse
- Disorganized Capitalism
- Economic Psychology
- Economic Sociology
- Economics
- Embodiment
- Engel's Law
- Entrepreneurs
- Environmental Social Sciences and Sustainable Consumption
- Ethnology/Folklore Studies
- Experimental Economics
- Externalities
- False Consciousness/False Needs
- Gender and the Media
- Geography
- Gifts and Reciprocity
- Globalization
- Glocalization
- Goal-Directed Consumption
- Habitus
- Hegemony
- Hierarchy of Needs
- History
- Hyperreality
- Inalienable Wealth/Inalienable Possessions
- Income
- Individualization
- Informalization
- Keynesian Demand Management
- Labor Markets
- Leisure Studies
- Luxury and Luxuries
- Markets and Marketing
- Marxist Theories
- Mass Culture (Frankfurt School)
- Material Culture
- Materialism and Postmaterialism
- McDonaldization
- Modernization Theory
- Moralities
- Narcissism
- Need and Wants
- Neo-Tribes
- Network Society
- Novelty
- Obsession
- Ordinary Consumption
- Orientalism
- Philosophy
- Political Economy
- Political Science
- Post-Structuralism
- Postcolonial Theory
- Postmodernism
- Potlatch
- Poverty
- Preference Formation
- Price and Price Mechanisms
- Promotional Culture
- Protestant Ethic
- Psychoanalysis
- Psychology
- Quality of Life
- Queer Theory
- Rationalization
- Reception Theory
- Reification
- Risk Society
- Rituals
- Sacred and Profane
- Scarcity
- Self-Interest
- Semiotics
- Simulacrum
- Social Distinction
- Sociology
- Spectacles
- Structuralism
- Subculture
- Surplus Value
- Surrealism
- Symbolic Capital
- Symbolic Value
- Taboo
- Theories of Practice
- Theory of Planned Behavior
- Totemism
- Tourism Studies
- Trust
- Urbanization
- Value: Exchange and Use Value
- Visual Culture
- World-Systems Analysis
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