This article should serve as an introduction to a relatively new topic in ethnological studies requiring very specific methods as it involves both offline and online research as well as material objects and immaterial practices. How do we embark on an interdisciplinary venture such as this, and be sure to produce qualitative research of high standard? How should gaming mothers best be studied? In what follows we try to answer that question. We also assume that not all of our readers are extensively familiar with games and game culture or have engaged with computer games first-hand or as scientific object of study. We thus begin with a short assessment of its current status as a growing genre, whose image is changing as gamers and game cultu...
RefereedGames have intruded into popular, academic, and policymaker awareness to an unprecedented le...
This paper outlines a case study in which ethnomethodological principles are applied to the social p...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
This paper investigates gaming mothers' playing practices, trying to identify their ideas of fun and...
This article accounts for and problematizes the process and development with the research tool and m...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...
The information age has, under our noses, become the gaming age. It appears likely that gaming and i...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Gaming is a frequent source of conflict for families. Research on parents and gaming has identified ...
Playing digital games is now a common everyday practice in many homes. This paper deals with the con...
Games and play are increasingly significant in everyday life. Thus, a philosophical and theoretical ...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
This study concerns itself with the relationship between game design and emergent social behaviour i...
RefereedGames have intruded into popular, academic, and policymaker awareness to an unprecedented le...
This paper outlines a case study in which ethnomethodological principles are applied to the social p...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
This paper investigates gaming mothers' playing practices, trying to identify their ideas of fun and...
This article accounts for and problematizes the process and development with the research tool and m...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...
The information age has, under our noses, become the gaming age. It appears likely that gaming and i...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Gaming is a frequent source of conflict for families. Research on parents and gaming has identified ...
Playing digital games is now a common everyday practice in many homes. This paper deals with the con...
Games and play are increasingly significant in everyday life. Thus, a philosophical and theoretical ...
In this thesis, I define 'Playculture' as a primary portal through which 'everyday life' is experien...
This study concerns itself with the relationship between game design and emergent social behaviour i...
RefereedGames have intruded into popular, academic, and policymaker awareness to an unprecedented le...
This paper outlines a case study in which ethnomethodological principles are applied to the social p...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...