Chronic smartphone gaming consumption and positive coping practice


Autoria(s): Schwob, Alex; De Kervenoel , Ronan; Palmer, Mark; Simmons, Geoff
Data(s)

01/07/2016

31/12/1969

Resumo

Purpose - Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. This study explores how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach - Underpinned by cognitive framing theory, empirical insights from eleven focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings - The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: (a) the market generated frame, (b) the social being frame, and (c) the citizen frame. Research limitations/implications – This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption. Originality/value - In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront, hegemony, culture and alterity-morality concerns. 

Identificador

http://pure.qub.ac.uk/portal/en/publications/chronic-smartphone-gaming-consumption-and-positive-coping-practice(02170d21-892e-4c97-94ee-acbbdd2a7149).html

Idioma(s)

eng

Direitos

info:eu-repo/semantics/embargoedAccess

Fonte

Schwob , A , De Kervenoel , R , Palmer , M & Simmons , G 2016 , ' Chronic smartphone gaming consumption and positive coping practice ' Information Technology and People .

Tipo

article