THE PRACTICE OF GAMING AMONG 50+ GAMERS IN THE PERSPECTIVE OF VIRTUAL ETHNOGRAPHY
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Uniwersytet Jagielloński, Wydział Filozofi czny, Instytut Socjologii
Publication date: 2019-09-30
Studia Humanistyczne AGH 2019;18(3):103-119
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ABSTRACT
In this paper, the phenomena of gaming among mature and older people is presented. For the purpose of the main subject of the paper, virtual ethnography research was conducted in 2017, covering two important Internet
forums for gamers aged 25 and over: The Older Gamers (TOG) and Senior Gamers (SG). In total, a set of 471 posts was coded, resulting in an in-depth description of fi ve relevant aspects of gaming practice among gamers aged 50+: the general category that consists of basic user traits, their gaming habits, the hardware
used to play games, their competences and knowledge related to games and gained during gaming sessions and the role of social environment, especially family. This study is not only novel in that it utilizes the virtual ethnographic approach to the topic of gaming among older and senior people, but also starts a discussion on
these phenomena in Polish academic discourse.