Deal, David (2008): Time for play – An exploratory analysis of the changing consumption contexts of digital games. Published in: Electronic International Journal of Time Use Research , Vol. 5, : pp. 65-89.
Download (474kB) | Preview
This study posits that Internet technologies are relaxing the coupling constraints required for the consumption of digital games, resulting in entirely different modes of consumption than has been the norm for the past thirty years. The data collection and analysis found that players of traditional console-based games tend to play for several hours at a time while at a home during evenings and on weekends, the traditional scenario associated with leisure activities. Players of the latest breed of online browser-based digital games, on the other hand, tend to play them for only a few minutes at a time, and at many times throughout the day as a diversionary filler activ-ity between other daily activities. Because they utilize simple and readily available Internet technologies, online browser-based games have facilitated the penetration of digital games into new spaces, including the workplace and school, reflecting a growing trend in modern society.
|Item Type:||MPRA Paper|
|Original Title:||Time for play – An exploratory analysis of the changing consumption contexts of digital games|
|Keywords:||Digital games; online browser-based games; time use; uses and gratifications|
|Subjects:||D - Microeconomics > D7 - Analysis of Collective Decision-Making > D70 - General
Z - Other Special Topics > Z1 - Cultural Economics ; Economic Sociology ; Economic Anthropology > Z19 - Other
J - Labor and Demographic Economics > J2 - Demand and Supply of Labor > J22 - Time Allocation and Labor Supply
C - Mathematical and Quantitative Methods > C8 - Data Collection and Data Estimation Methodology ; Computer Programs > C89 - Other
|Depositing User:||Joachim Merz|
|Date Deposited:||20 Nov 2008 01:21|
|Last Modified:||04 Nov 2016 20:31|
Arndt, J., Gronmo, S. and D. Hawes (1981), The use of time as an expression of life-style: A cross-national study, in: Sheth, J. (ed.), Research in Marketing, JAI Press, Greenwich, Connecticut, 1-28.
Becker, G.W. (1965), A theory of the allocation of time, in: The Economic Journal, Vol. 75, No. 299, 493-517.
Blair, E. and S. Burton (1987), Cognitive processes used by survey respondents to answer behavioral frequency questions, in: Journal of Consumer Research, Vol. 14, No. 2, 280-288.
Broadcast Engineering (2004), Cable rates climb as broadcast tv viewership continues to decline, http://broadcastengineering.com/news/broadcasting_cable_rates_climb/index.html.
Deloitte Research (2004), Moore's law and electronic games: How technology advances will take electronic games everywhere, http://www.deloitte.com/dtt/research/0,1015,cid%253D50529,00.html.
Doherty, S.T. and E.J. Miller (2000), A computerized household activity scheduling survey, in: Transportation, Vol. 27, No. 1, 75-93.
Ellegård, K. and M. Cooper (2004), Complexity in daily life - A 3D-visualization showing activity patterns in their contexts, in: electronic International Journal of Time Use Research, Vol. 1, No. 1, 37-59.
Entertainment Software Association (2005), 2005 sales, demographic and usage data: Essential facts about the computer and video game industry, http://www.theesa.com/files/2005EssentialFacts.pdf.
Entertainment Software Association (2007), 2007 sales, demographic and usage data: Essential facts about the computer and video game industry, http://www.theesa.com/archives/ESA-EF%202007%20F.pdf.
Fallows, D. (2007), China’s online population explosion: What it may mean for the internet globally… and for U.S. users, Pew Internet & American Life Project, http://www.pewinternet.org/pdfs/ China_Internet_July_2007.pdf.
Fisher, K. and R. Layte (2004), Measuring work-life balance using time diary, in: electronic International Journal of Time Use Research, Vol. 4, No. 1, 1-13.
Forer, P.C. and O. Huisman (2000), Space, time and sequencing: Substitution at the physical/virtual interface, in: Janelle, D.G. and D. Hodge (eds.), Information, place, and cyberspace: Issues in accessibility, Springer, Berlin, 73-90.
Gershuny, J. and R. Smith (1995), Report to the central statistical office on the development of a simple time diary schedule, ESRC Research Center on Microsocial Change, Essex University, http://www.data-archive. ac.uk/doc/3951/mrdoc/pdf/a3951uab.pdf.
Grodal, T. (2000), Video games and the pleasure of control, in: Zillman, D. and P. Vorderer (eds.), Media enter-tainment: The psychology of its appeal, Lawrence Erlbaum Associates, Mahwah, New Jersey, 197-213.
Gronau, R. (1977), Leisure, home production, and work: The theory of the allocation of time revisited, in: Journal of Political Economy, Vol. 85, 1099-1123.
Hägerstrand, T. (1970), What about people in regional science?, in: Papers of the Regional Science Association, Vol. 24, 7-21.
Havens, J.J. and P.G. Schervish (2001), The methods and metrics of the Boston area diary study, in: Nonprofit and Voluntary Sector Quarterly, Vol. 30, No. 3, 527-550.
Hornik, J. (1982), Situational effects on the consumption of time, in: Journal of Marketing, Vol. 46, 44–55.
Hu, M.Y., Toh, R. S. and E. Lee (2000), Survey accuracy as a function of usage rate, in: Marketing Letters, Vol. 11, No. 4, 335-348.
Huisman, O. and P. Forer (2005), The complexities of everyday life: Balancing practical and realistic approaches to modelling probability presence in space-time, presented at: SIRC 2005 - The 17th Annual Collo-quium of the Spatial Information Research Centre, University of Otago, Dunedin, New Zealand.
Interactive Digital Software Association (2003), Essential facts about the computer and video game industry: 2003 sales, demographics and usage data, http://www.idsa.com/pressroom.html.
International Game Developers Association (2006), Casual Games SIG/Whitepaper/Market Overview, http://www.igda.org/wiki/index.php/Casual_Games_SIG/ Whitepaper/Market_Overview.
Jarvis, M. (2003), Gfk figures highlight the flaws in rajar methods, in: Marketing Week, June 5, 14.
Johnson, S. (2005), Everything bad is good for you: How today’s popular culture is actually making us smarter, Riverhead Books, New York.
Juster, F.T. (1985), Conceptual and methodological issues involved in the measurement of time use, in: Juster, F.T. and F.P. Stafford (eds.), Time, goods, and well-being, Institute for Social Research, University of Michigan, 19-31.
Juster, F.T. and F.P. Stafford (1991), The allocation of time: Empirical findings, behavioral models, and problems of measurement, in: Journal of Economic Literature, Vol. 29, No. 2, 471-522.
Katz, E., Blumler, J.G. and M. Gurevitch (1973), Uses and gratifications research, in: The Public Opinion Quar-terly, Vol. 37, No. 4, 509-523.
Kaufman, C.F., Lane, P.M. and Lindquist, J.D. (1991), Exploring more than twenty-four hours a day: A prelimi-nary investigation of polychronic time use, in: Journal of Consumer Research, Vol. 18, No. 3, 392-401.
Kaufman-Scarborough, C. (2006), Time use and the impact of technology: Examining workspaces in the home, in: Time & Society, Vol. 15, No.1, 57-80.
Kerr, A. (2006), The business and culture of digital games, Sage Publications, London.
Malliet, S. and G. de Meyer (2005), The history of the video game, in: Raessens, J. and J. Goldstein (eds.), Hand-book of computer game studies, The MIT Press, Cambridge, Massachusetts, 23-46.
McGrath, J.E. and Kelly, J.R. (1986), Time and human interaction, Guilford, New York.
Mulligan, C.B., Schneider, B. and R. Wolfe (2005), Non-response and population representation in studies of ado-lescent time use, in: electronic International Journal of Time Use Research, Vol. 2, No. 1, 33-53.
Nielsen//NetRatings (2004), Online games claim stickiest web sites, according to Nielsen//NetRatings, http://www.nielsen-netratings.com/pr/pr_040616.pdf.
Research Alert (2005), Spending on entertainment and media increased in 2004, driven largely by technological advances, in: Research Alert, Vol. 23, No. 13, 1-6.
Robinson, J.P. and G. Godbey (1997), Time for life: The surprising ways americans use their time, Pennsylvania State University Press, University Park, Pa.
Rubin, A.M. (1993), Audience activity and media use, in: Communication Monographs, Vol. 60, No. 1, 98-105.
Sherry, J.L., Lucas, K., Greenberg, B. and K. Lachlan (2006), Video game uses and gratifications as predictors of use and game preference, in: Vorderer, P. and J. Bryant (eds.), Playing computer games: Motives, re-sponses, and consequences, Lawrence Erlbaum Associates, Mahwah, New Jersey, 213-224.
Sullivan, O. (2007), Cultural voraciousness - A new measure of the pace of leisure in a context of 'harriedness', in: electronic International Journal of Time Use Research, Vol. 4, No. 1, 30-46.
TeamXbox (2006), Latest xbox live facts and stats, http://news.teamxbox.com/xbox/10545/Latest-Xbox-Live-Facts-and-Stats/.
US Bureau of Labor Statistics (2004), American time use survey lexicon, http://www.bls.gov/tus/home.htm.
Voss, J. (1967), The definition of leisure, in: Journal of Economic Issues, Vol. 1, 91-106.
Wells, W.D. and Gubar, G. (1966), The life cycle concept in marketing research, in: Journal of Marketing Re-search, Vol. 3, No. 4, 355-363.
Yee, N. (2004), Hours of play per week, http://www.nickyee.com/daedalus/archives/000758.php.
Yee, N. (2006), Hours of the day, PlayOn: Exploring the social dimensions of virtual worlds, http://blogs.parc.com/playon/archives/data/wow_data/time_of_day/index.html.