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Game scenes: theorizing digital game audiences

Crawford, G; Gosling, V

Authors



Abstract

This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience—enabling parallels to be drawn
with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research
(funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ‘‘scene’’ (borrowed most notably from music fan studies) allows us to understand how gaming and game-related narratives are located within the ordinary and everyday lives of gamers but take on greater significance within certain
physical locations.

Citation

Crawford, G., & Gosling, V. (2011). Game scenes: theorizing digital game audiences. Games and Culture, 6(2), 135-154. https://doi.org/10.1177/1555412010364979

Journal Article Type Article
Publication Date Mar 1, 2011
Deposit Date Sep 5, 2011
Journal Games and Culture
Print ISSN 1555-4120
Publisher SAGE Publications
Peer Reviewed Peer Reviewed
Volume 6
Issue 2
Pages 135-154
DOI https://doi.org/10.1177/1555412010364979
Keywords Audience, digital gaming, gamers, everyday life, narrative, scene, space, sociology, subculture
Publisher URL http://dx.doi.org/ 10.1177/1555412010364979