TY - JOUR AB - Purpose Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. The purpose of this paper is to explore how chronic consumption of smartphone gaming produces positive coping practice.Design/methodology/approach Underpinned by cognitive framing theory, empirical insights from 11 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: the market-generated, social being and citizen frames.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. VL - 30 IS - 2 SN - 0959-3845 DO - 10.1108/ITP-01-2016-0003 UR - https://doi.org/10.1108/ITP-01-2016-0003 AU - de Kervenoael Ronan AU - Schwob Alexandre AU - Palmer Mark AU - Simmons Geoff PY - 2017 Y1 - 2017/01/01 TI - Smartphone chronic gaming consumption and positive coping practice T2 - Information Technology & People PB - Emerald Publishing Limited SP - 503 EP - 519 Y2 - 2024/04/23 ER -