Smartphone chronic gaming consumption and positive coping practice

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

    Research output: Contribution to journalArticlepeer-review

    8 Citations (Scopus)
    199 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

    Keywords

    • Digital transformation
    • Smartphone gaming
    • Positive coping
    • Chronic consumption
    • Frames

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