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dc.contributor.authorKonieczny, Piotr Bronislaw-
dc.date.accessioned2019-12-02T06:34:25Z-
dc.date.available2019-12-02T06:34:25Z-
dc.date.issued2019-06-
dc.identifier.citationPOLISH SOCIOLOGICAL REVIEW, No. 206, Page. 199-215en_US
dc.identifier.issn1231-1413-
dc.identifier.urihttps://www.questia.com/library/journal/1P4-2248285619/golden-age-of-tabletop-gaming-creation-of-the-social-
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/116377-
dc.description.abstractThis 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.en_US
dc.language.isoen_USen_US
dc.publisherPOLSKIE TOWARZYSTWO SOCJOLOGICZNE-POLISH SOCIOLOGICAL ASSOCen_US
dc.subjectsocial capitalen_US
dc.subjectleisureen_US
dc.subjectgamingen_US
dc.subjectthird placesen_US
dc.titleGolden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Centuryen_US
dc.typeArticleen_US
dc.relation.no206-
dc.identifier.doi10.26412/psr206.05-
dc.relation.page199-215-
dc.relation.journalPOLISH SOCIOLOGICAL REVIEW-
dc.contributor.googleauthorKonieczny, Piotr-
dc.relation.code2019005154-
dc.sector.campusE-
dc.sector.daehakCOLLEGE OF COMMUNICATION[E]-
dc.sector.departmentDEPARTMENT OF MEDIA & SOCIAL INFORMATICS-
dc.identifier.pidpiotr-
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