Smartphone chronic gaming consumption and positive coping practice

Ronan de Kervenoel , Alex Schwob, Mark Palmer, Geoff Simmons

Research output: Contribution to journalArticle

4 Citations (Scopus)
165 Downloads (Pure)

Abstract

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 individualsand 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. 
Original languageEnglish
Pages (from-to) 503-519
Number of pages17
JournalInformation Technology and People
Volume30
Issue number2
DOIs
Publication statusPublished - 01 Feb 2017

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