{"title":"Video gaming as craft consumption","authors":"Tom Brock, Mark R. Johnson","doi":"10.1177/14695405211016085","DOIUrl":null,"url":null,"abstract":"This article repurposes Campbell’s (2005) concept of ‘the craft consumer’ to generate a new theory of video game consumption, which proposes that we identify the material practices typically associated with craft labour within acts of digital play. We draw on case studies from popular and community-driven video game titles including Dark Souls and Super Mario Maker to make our argument, suggesting that a grasp of the controls initiates material practices, like repetition, which provide the groundwork for craft skill. It is from this position that we argue that consumers initiate a craft-like ‘dialogue’ (Sennett R (2008) The Craftsman. London: Yale University Press.) with the game’s design that reveals the experimental and creative nature of video game consumption. Importantly, these case studies provide evidence to meet with Campbell’s definition of ‘craft consumption’ as an (1) ‘ensemble activity’ and (2) as a ‘collection’ of handmade things. The result is a better understanding of the consumer as someone who initiates experiences of skilled labour and creative self-expression through the craft of playing a video game. This article presents a new understanding of the (gaming) consumer whilst also challenging the idea that the experience of ‘craft consumption’ is typically reserved for the middle or professional classes, as Campbell maintains.","PeriodicalId":51461,"journal":{"name":"Journal of Consumer Culture","volume":"22 1","pages":"598 - 614"},"PeriodicalIF":2.4000,"publicationDate":"2021-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1177/14695405211016085","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Consumer Culture","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.1177/14695405211016085","RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"CULTURAL STUDIES","Score":null,"Total":0}
引用次数: 5
Abstract
This article repurposes Campbell’s (2005) concept of ‘the craft consumer’ to generate a new theory of video game consumption, which proposes that we identify the material practices typically associated with craft labour within acts of digital play. We draw on case studies from popular and community-driven video game titles including Dark Souls and Super Mario Maker to make our argument, suggesting that a grasp of the controls initiates material practices, like repetition, which provide the groundwork for craft skill. It is from this position that we argue that consumers initiate a craft-like ‘dialogue’ (Sennett R (2008) The Craftsman. London: Yale University Press.) with the game’s design that reveals the experimental and creative nature of video game consumption. Importantly, these case studies provide evidence to meet with Campbell’s definition of ‘craft consumption’ as an (1) ‘ensemble activity’ and (2) as a ‘collection’ of handmade things. The result is a better understanding of the consumer as someone who initiates experiences of skilled labour and creative self-expression through the craft of playing a video game. This article presents a new understanding of the (gaming) consumer whilst also challenging the idea that the experience of ‘craft consumption’ is typically reserved for the middle or professional classes, as Campbell maintains.
本文重新利用Campbell(2005)的“工艺消费者”概念,生成了一个新的电子游戏消费理论,该理论建议我们在数字游戏行为中识别与工艺劳动相关的材料实践。我们从流行和社区驱动的电子游戏(包括《黑暗之魂》和《超级马里奥制造者》)的案例研究中得出结论,认为掌握控制可以启动材料练习,如重复,为工艺技能提供基础。正是从这一立场出发,我们认为消费者发起了一场类似手工艺的“对话”(Sennett R (2008) The Craftsman)。伦敦:耶鲁大学出版社),游戏的设计揭示了电子游戏消费的实验性和创造性本质。重要的是,这些案例研究提供的证据符合坎贝尔对“工艺消费”的定义,即:(1)“整体活动”和(2)手工制品的“收藏”。结果便是我们能够更好地理解消费者,即通过玩电子游戏的技巧去体验熟练的劳动和创造性的自我表达。这篇文章呈现了对(游戏)消费者的全新理解,同时也挑战了“工艺消费”体验通常是为中产阶级或专业阶层保留的观点。
期刊介绍:
The Journal of Consumer Culture is a major new journal designed to support and promote the dynamic expansion in interdisciplinary research focused on consumption and consumer culture, opening up debates and areas of exploration. Global in perspective and drawing on both theory and empirical research, the journal reflects the need to engage critically with modern consumer culture and to understand its central role in contemporary social processes. The Journal of Consumer Culture brings together articles from the many social sciences and humanities in which consumer culture has become a significant focus. It also engages with overarching contemporary perspectives on social transformation.