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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

Authors
Konieczny, Piotr
Issue Date
Dec-2018
Publisher
POLSKIE TOWARZYSTWO SOCJOLOGICZNE-POLISH SOCIOLOGICAL ASSOC
Keywords
social capital; leisure; gaming; third places
Citation
POLISH SOCIOLOGICAL REVIEW, no.206, pp 199 - 215
Pages
17
Indexed
SSCI
SCOPUS
Journal Title
POLISH SOCIOLOGICAL REVIEW
Number
206
Start Page
199
End Page
215
URI
https://scholarworks.bwise.kr/erica/handle/2021.sw.erica/4686
DOI
10.26412/psr206.05
ISSN
1231-1413
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 cafes 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.
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Piotr, Bronislaw Konieczny
ERICA 커뮤니케이션&컬처대학 (ERICA 미디어학과)
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