Beyond Play: Researching the Transformative Power of Digital Gaming in Deeply Mediatized Societies

Digital gaming has evolved from a peripheral activity to a central aspect of mediatized lifeworlds, significantly impacting media culture and society. Despite its pervasive influence, digital gaming research often occupies a marginalized status within broader academic disciplines. This article advocates for recognizing digital gaming as an integral part of the media landscape and understanding its role within a deeply mediatized society. By adopting a holistic perspective, this study emphasizes the interconnectedness of digital gaming with other media forms and cultural practices, highlighting its significance in driving digital transformation. Therefore, we argue for a dual development: one that removes gaming from its segregated special status and recognizes it as an integral part of the media landscape, and another that situates the unique aspects of gaming within the broader context of a society deeply transformed and shaped by media; capturing both its significance and its role as part of the whole. We elaborate on the concept of gamevironments bridging deep mediatization research and communicative figurations to comprehend change brought about by the transformative power of digital gaming in deeply mediatized societies. Gamevironments encompass transmedia figurations and narratives, cross-media adaptations, social interactions, user-generated content, and the cultural and educational impacts of gaming. We discuss the analytical potential of gamevironments along five distinct yet interrelated areas (making of gamevironments, values in and of gamevironments, governance of gamevironments, education in and for gamevironments, and researching gamevironments) to provide a comprehensive view of digital gaming’s transformative impact on digital society.

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Publication Details

Journal
Media and Communication
Published
2024-12-16
DOI
https://doi.org/10.17645/mac.8800
Citations
2
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
2.26
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article

Beyond Play: Researching the Transformative Power of Digital Gaming in Deeply Mediatized Societies

Erik Koenen, Christian Schwarzenegger, Karsten D. Wolf, Kerstin Radde-Antweiler
2 citations
Media and Communication
Digital Games and Media
2.26
article

Beyond Play: Researching the Transformative Power of Digital Gaming in Deeply Mediatized Societies

Erik Koenen, Christian Schwarzenegger, Karsten D. Wolf, Kerstin Radde-Antweiler
article en
2 citations

Abstract

Digital gaming has evolved from a peripheral activity to a central aspect of mediatized lifeworlds, significantly impacting media culture and society. Despite its pervasive influence, digital gaming research often occupies a marginalized status within broader academic disciplines. This article advocates for recognizing digital gaming as an integral part of the media landscape and understanding its role within a deeply mediatized society. By adopting a holistic perspective, this study emphasizes the interconnectedness of digital gaming with other media forms and cultural practices, highlighting its significance in driving digital transformation. Therefore, we argue for a dual development: one that removes gaming from its segregated special status and recognizes it as an integral part of the media landscape, and another that situates the unique aspects of gaming within the broader context of a society deeply transformed and shaped by media; capturing both its significance and its role as part of the whole. We elaborate on the concept of gamevironments bridging deep mediatization research and communicative figurations to comprehend change brought about by the transformative power of digital gaming in deeply mediatized societies. Gamevironments encompass transmedia figurations and narratives, cross-media adaptations, social interactions, user-generated content, and the cultural and educational impacts of gaming. We discuss the analytical potential of gamevironments along five distinct yet interrelated areas (making of gamevironments, values in and of gamevironments, governance of gamevironments, education in and for gamevironments, and researching gamevironments) to provide a comprehensive view of digital gaming’s transformative impact on digital society.

Media and CommunicationVol. 13
University of Bremen (DE)
Openalex Percentile: Top 9%
Digital Games and Media
2.26
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Beyond Play: Researching the Transformative Power of Digital Gaming in Deeply Mediatized Societies — Erik Koenen, Christian Schwarzenegger, et al. · Media and Communication (2024) | TGRS Research Map | TGRS