dc.contributor.author | Deterding, Sebastian | de |
dc.date.accessioned | 2020-02-26T09:33:32Z | |
dc.date.available | 2020-02-26T09:33:32Z | |
dc.date.issued | 2019 | de |
dc.identifier.issn | 2183-2439 | de |
dc.identifier.uri | https://www.ssoar.info/ssoar/handle/document/66649 | |
dc.description.abstract | Video gaming actively demands players’ attention, affording positive experiences like flow. Recent research has suggested to extend analysis from cognitive and physical to the social and emotional demands of gameplay. This article argues that Erving Goffman’s concept of interaction tension offers a promising theoretical model for social demands. We report a re-analysis of qualitative interview data on the social norms of video gaming corroborating the model. As suggested by Goffman (1961) for gaming, video gaming features rich social norms regarding involvement. When spontaneously experienced and normatively demanded involvement misalign, players experience self-conscious disinvolvement and engage in unenjoyable, effortful self-control of their experienced and displayed involvement. | de |
dc.language | en | de |
dc.subject.ddc | Publizistische Medien, Journalismus,Verlagswesen | de |
dc.subject.ddc | News media, journalism, publishing | en |
dc.subject.ddc | Psychologie | de |
dc.subject.ddc | Psychology | en |
dc.subject.other | Goffman; gaming; interaction tension; self-control; social demands; video games | de |
dc.title | Interaction Tension: A Sociological Model of Attention and Emotion Demands in Video Gaming | de |
dc.description.review | begutachtet (peer reviewed) | de |
dc.description.review | peer reviewed | en |
dc.identifier.url | https://www.cogitatiopress.com/mediaandcommunication/article/view/2366 | de |
dc.source.journal | Media and Communication | |
dc.source.volume | 7 | de |
dc.publisher.country | PRT | |
dc.source.issue | 4 | de |
dc.subject.classoz | interaktive, elektronische Medien | de |
dc.subject.classoz | Interactive, electronic Media | en |
dc.subject.classoz | Sozialpsychologie | de |
dc.subject.classoz | Social Psychology | en |
dc.rights.licence | Creative Commons - Namensnennung 4.0 | de |
dc.rights.licence | Creative Commons - Attribution 4.0 | en |
internal.status | formal und inhaltlich fertig erschlossen | de |
dc.type.stock | article | de |
dc.type.document | Zeitschriftenartikel | de |
dc.type.document | journal article | en |
dc.source.pageinfo | 226-236 | de |
internal.identifier.classoz | 1080404 | |
internal.identifier.classoz | 10706 | |
internal.identifier.journal | 793 | |
internal.identifier.document | 32 | |
internal.identifier.ddc | 070 | |
internal.identifier.ddc | 150 | |
dc.source.issuetopic | Video Games as Demanding Technologies | de |
dc.identifier.doi | https://doi.org/10.17645/mac.v7i4.2366 | de |
dc.description.pubstatus | Veröffentlichungsversion | de |
dc.description.pubstatus | Published Version | en |
internal.identifier.licence | 16 | |
internal.identifier.pubstatus | 1 | |
internal.identifier.review | 1 | |
internal.dda.reference | https://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/2366 | |
ssoar.urn.registration | false | de |