DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference
ISBN / ISNN: ISSN 2342-9666
Playing digital games is now a common everyday practice in many homes. This paper deals with the constitution of such practices by taking a closer look at the material objects essential to play and their role in the “design of everyday life” (Shove et al 2007). It uses ethnographic method and anthropological practice theory to attend to the domestic spaces of leisure and play, the home environments, in which the large part of today’s practices of playing digital games takes place. It focuses on the stagings of material, not virtual, artifacts of gaming: screens, consoles, hand-held-devices essential to play and their locations and movements around the home. It demonstrates how everyday practices, seemingly mundane scenographies and choreographies, practically, aesthetically and technologically determined, order everyday space-time and artifacts, domesticate play and condition performances of family, gender and gaming. In the process, a history of the domestication of play unfolds.
anthropology, choreography, culture, design of everyday life, domestic, Ethnography, everyday life, family, game-space, game-time, gender, history-of-play, ludotopia, material culture, mobility, performance, Play, practice theory, scenography, staging-play