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
- 2019
- Publisher
- POLSKIE TOWARZYSTWO SOCJOLOGICZNE-POLISH SOCIOLOGICAL ASSOC
- Keywords
- social capital; leisure; gaming; third places
- Citation
- POLISH SOCIOLOGICAL REVIEW, no.206, pp.199 - 215
- 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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Collections - COLLEGE OF COMMUNICATION > DEPARTMENT OF MEDIA & SOCIAL INFORMATICS > 1. Journal Articles
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