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Time for play – An exploratory analysis of the changing consumption contexts of digital games

Author

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  • Deal, David

Abstract

This study posits that Internet technologies are relaxing the coupling constraints required for the consumption of digital games, resulting in entirely different modes of consumption than has been the norm for the past thirty years. The data collection and analysis found that players of traditional console-based games tend to play for several hours at a time while at a home during evenings and on weekends, the traditional scenario associated with leisure activities. Players of the latest breed of online browser-based digital games, on the other hand, tend to play them for only a few minutes at a time, and at many times throughout the day as a diversionary filler activ-ity between other daily activities. Because they utilize simple and readily available Internet technologies, online browser-based games have facilitated the penetration of digital games into new spaces, including the workplace and school, reflecting a growing trend in modern society.

Suggested Citation

  • Deal, David, 2008. "Time for play – An exploratory analysis of the changing consumption contexts of digital games," MPRA Paper 11655, University Library of Munich, Germany.
  • Handle: RePEc:pra:mprapa:11655
    as

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    File URL: https://mpra.ub.uni-muenchen.de/11655/1/MPRA_paper_11655.pdf
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    References listed on IDEAS

    as
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    4. Blair, Edward & Burton, Scot, 1987. " Cognitive Processes Used by Survey Respondents to Answer Behavioral Frequency Questions," Journal of Consumer Research, Oxford University Press, vol. 14(2), pages 280-288, September.
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    6. Casey B. Mulligan & Barbara Schneider & Rustin Wolfe, 2005. "Non-response and population representation in studies of adolescent time use," electronic International Journal of Time Use Research, Research Institute on Professions (Forschungsinstitut Freie Berufe (FFB)) and The International Association for Time Use Research (IATUR), vol. 2(1), pages 33-53, October.
    7. Oriel Sullivan, 2007. "Cultural voraciousness - A new measure of the pace of leisure in a context of 'harriedness'," electronic International Journal of Time Use Research, Research Institute on Professions (Forschungsinstitut Freie Berufe (FFB)) and The International Association for Time Use Research (IATUR), vol. 4(1), pages 30-46, September.
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    More about this item

    Keywords

    Digital games; online browser-based games; time use; uses and gratifications;

    JEL classification:

    • D70 - Microeconomics - - Analysis of Collective Decision-Making - - - General
    • Z19 - Other Special Topics - - Cultural Economics - - - Other
    • J22 - Labor and Demographic Economics - - Demand and Supply of Labor - - - Time Allocation and Labor Supply
    • C89 - Mathematical and Quantitative Methods - - Data Collection and Data Estimation Methodology; Computer Programs - - - Other

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