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Article
Publication date: 5 June 2017

Smartphone chronic gaming consumption and positive coping practice

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

Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. The purpose of this paper is to explore how…

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Abstract

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.

Details

Information Technology & People, vol. 30 no. 2
Type: Research Article
DOI: https://doi.org/10.1108/ITP-01-2016-0003
ISSN: 0959-3845

Keywords

  • Mobile communications
  • Social capital theory
  • E-marketing
  • Computer games
  • Collective intelligence
  • Digital intervention

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Book part
Publication date: 6 December 2013

Bringing the Body Back into the Study of Time in Consumer Research

Sammy Toyoki, Alexandre Schwob, Joel Hietanen and Rasmus Johnsen

This conceptual chapter explores the role of embodiment in phenomenological experience of lived time, and the implications it may hold for studying consumption.

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Abstract

Purpose

This conceptual chapter explores the role of embodiment in phenomenological experience of lived time, and the implications it may hold for studying consumption.

Methodology/approach

Conceptual chapter.

Findings

We argue that though consumer research scholars have become increasingly cognizant of the embodied foundation of temporal experience, the relation between embodied experience of time and consumption activity still remains under-theorized and researched. Through a phenomenological perspective we are able to understand the consumer as temporally directed toward the world where value is realized emergently through embodiment of affordances.

Originality/value of chapter

We build an existing work in consumer research to open up a possibility for a phenomenological experience of consumption that is, to a great extent, precognitive, temporal, and based on the ability to experience lived time.

Details

Consumer Culture Theory
Type: Book
DOI: https://doi.org/10.1108/S0885-2111(2013)0000015015
ISBN: 978-1-78190-811-2

Keywords

  • Temporality
  • phenomenology
  • consumer culture theory
  • consummation
  • embodiment
  • value

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Book part
Publication date: 21 December 2010

Better understanding construction of the self in daily contingencies: an investigation of the materiality of consumption experiences in online discussion forums

Alexandre Schwob and Kristine de Valck

Purpose – The first purpose of this chapter is to better understand, and to propose a means to understand the ways selves are constructed in daily contingencies during…

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Abstract

Purpose – The first purpose of this chapter is to better understand, and to propose a means to understand the ways selves are constructed in daily contingencies during consumption experiences. To do so, the second purpose, which aims to bring an additional contribution, is to investigate the materiality of consumer experiences in a technological context.

Methodology/approach – We have investigated materiality (as conceptualized by Miller) of experiences in online discussion forums in a community of video games enthusiasts. Grounded theory is elaborated from an ethnography mixing interviews and nonparticipative online observation. The focus is on consumers' perceptions of their constructions as subjects in relationship to the various objects and practices they face.

Findings – The process through which subjects are contingently constructed follows three intertwined logics. Each of these logics, namely (1) finding a position, (2) building “appropriation logics” and accomplishing practices, and (3) enacting meaning empowerments, is detailed in its specific contingencies and modalities.

Research limitations/implications – Contribution of this research relies mostly on findings from one online community.

Practical implications – This research opens new ways to understand technological consumption experiences as they are lived by consumers, and it allows for an understanding of structuration in experiences characterized beforehand by their indeterminacy.

Originality/value of chapter – This chapter belongs to the few ones that propose a methodological approach to tackle with the construction of the self in daily contingencies and with dynamic materiality. It also opens new ways to de-essentialize ordinary consumption activities.

Details

Research in Consumer Behavior
Type: Book
DOI: https://doi.org/10.1108/S0885-2111(2010)0000012014
ISBN: 978-0-85724-444-4

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Book part
Publication date: 6 December 2013

List of Contributors

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Abstract

Details

Consumer Culture Theory
Type: Book
DOI: https://doi.org/10.1108/S0885-2111(2013)0000015025
ISBN: 978-1-78190-811-2

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Book part
Publication date: 21 December 2010

List of Contributors

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Abstract

Details

Research in Consumer Behavior
Type: Book
DOI: https://doi.org/10.1108/S0885-2111(2010)0000012002
ISBN: 978-0-85724-444-4

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