sh.sePublications
System disruptions
We are currently experiencing disruptions on the search portals due to high traffic. We are working to resolve the issue, you may temporarily encounter an error message.
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Time to play: the rationalization of leisure time
Stockholms universitet, Sociologiska institutionen.
Stockholms universitet, Institutionen för data- och systemvetenskap.ORCID iD: 0000-0003-4890-0887
2012 (English)In: Proceedings of the 2012 iConference, New York: Association for Computing Machinery (ACM), 2012, p. 145-151Conference paper, Published paper (Refereed)
Abstract [en]

This study explores how rationalization logic and rationalization processes influence digital gaming by looking at how players value and manage the time they spend on games. The study is framed in a discussion of leisure time, critical theories of computation and rationalization theory. Qualitative interview data is used in an inductive and phenomenology inspired approach. The results show two frames of understanding of gaming. First, games are perceived as media products and playing as a waste of time. Secondly, digital gaming is a hobby, a social activity highly valued within the framework of a rational time economy. We conclude that even though we are seeing a rationalization of leisure time in gaming, that rationalization process must be understood in the context of individualization within the new network society. This means that players are involved in a 'rational individualization' process where their management of leisure time and gaming activities are part of an ongoing identity project.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2012. p. 145-151
Keywords [en]
Digital Games, Leisure time, Rationalization, Time Use
National Category
Sociology Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:sh:diva-20025DOI: 10.1145/2132176.2132195ISBN: 978-1-4503-0782-6 (print)OAI: oai:DiVA.org:sh-20025DiVA, id: diva2:659365
Conference
iConference 2012 February 7-10 2012
Available from: 2013-05-20 Created: 2013-10-25 Last updated: 2025-02-12Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full text

Authority records

Jonsson, Fatima

Search in DiVA

By author/editor
Jonsson, Fatima
SociologyInformation Systems, Social aspects

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 206 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf