Rise of the Network Society
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Computer Power and Human Reason: From Judgment to Calculation
Computer Power and Human Reason: From Judgment to Calculation
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
The Business and Culture of Digital Games: Gamework and Gameplay
The Business and Culture of Digital Games: Gamework and Gameplay
Rationalizing Play: A Critical Theory of Digital Gaming
The Information Society
The Cultural Logic of Computation
The Cultural Logic of Computation
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
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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.