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Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century

Title
Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century
Author
Konieczny, Piotr Bronislaw
Keywords
social capital; leisure; gaming; third places
Issue Date
2019-06
Publisher
POLSKIE TOWARZYSTWO SOCJOLOGICZNE-POLISH SOCIOLOGICAL ASSOC
Citation
POLISH SOCIOLOGICAL REVIEW, No. 206, Page. 199-215
Abstract
This paper re-examines two turn-of-the-century observations of Putnam and Oldenburg about the decline of social capital-generating activities, and disappearance of certain social venues. Based on a decade of multisite observations on three continents I show that a particular type of an activity that Putnam claimed was disappearing—face-to-face, tabletop gaming—is thriving, and often doing so in third-place-like venues that Oldenburg described as endangered—local cafés and clubs. I present data on the proliferation of related leisure activities, including an estimate of their longitudinal and geographical spread and popularity. I also illustrate how social capital is created in physical gaming venues, and propose a six-type classification of those venues.
URI
https://www.questia.com/library/journal/1P4-2248285619/golden-age-of-tabletop-gaming-creation-of-the-socialhttps://repository.hanyang.ac.kr/handle/20.500.11754/116377
ISSN
1231-1413
DOI
10.26412/psr206.05
Appears in Collections:
COLLEGE OF COMMUNICATION[E](언론정보대학) > ETC
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