Smartphone chronic gaming consumption and positive coping practice

Ronan de Kervenoael, Alexandre Schwob, Mark Palmer, Geoff Simmons

Research output: Contribution to journalArticle

2 Citations (Scopus)
25 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 individuals and 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 & People
Volume30
Issue number2
DOIs
Publication statusPublished - 20 Apr 2017

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de Kervenoael, Ronan ; Schwob, Alexandre ; Palmer, Mark ; Simmons, Geoff. / Smartphone chronic gaming consumption and positive coping practice. In: Information Technology & People. 2017 ; Vol. 30, No. 2. pp. 503-519.
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de Kervenoael, R, Schwob, A, Palmer, M & Simmons, G 2017, 'Smartphone chronic gaming consumption and positive coping practice', Information Technology & People, vol. 30, no. 2, pp. 503-519. https://doi.org/10.1108/ITP-01-2016-0003

Smartphone chronic gaming consumption and positive coping practice. / de Kervenoael, Ronan; Schwob, Alexandre; Palmer, Mark; Simmons, Geoff.

In: Information Technology & People, Vol. 30, No. 2, 20.04.2017, p. 503-519.

Research output: Contribution to journalArticle

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AU - de Kervenoael, Ronan

AU - Schwob, Alexandre

AU - Palmer, Mark

AU - Simmons, Geoff

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AB - 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 individuals and 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.

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