混合栖息地:通过神奇宝贝Go在印度修复休闲、空间和青年

IF 2.5 2区 社会学 Q2 HOSPITALITY, LEISURE, SPORT & TOURISM Journal of Leisure Research Pub Date : 2022-06-30 DOI:10.1080/00222216.2022.2073491
Aditya Deshbandhu, Dibyadyuti Roy, Shweta Kushal
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引用次数: 3

摘要

摘要本文是在印度快速城市化的背景下展开的,体育和社会参与的途径不断减少。传统游戏空间的消失重新定义了年轻人的休闲活动,从线下网站到在线空间。这些新的休闲活动,包括游戏、疯狂观看和社交媒体互动,主要是虚拟的和久坐的。这种转变,以及对他们身体活动的限制,减少了年轻人与社会和物质环境的互动。在操作Soja的“Thirdspace”时,本文认为《精灵宝可梦Go》在休闲、青年和数字游戏的融合中产生了混合栖息地。通过定性访谈和合作会议,本研究从400名参与者的参与经验库中得出结论 在印度背景下与五名受访者的游戏体验。它考察了青年在增强环境中的日常休闲活动如何带来新的空间文化意义,重新定义眼前的社会环境,并为青年发展创造动态的可能性。
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Hybrid habitats: Remediating leisure, space and youth through Pokémon Go in India
Abstract This paper is set within the context of a rapidly urbanizing India with shrinking avenues of physical play and social engagement. The loss of traditional play spaces has redefined leisure activities for youth beyond offline sites into online spaces. These newer leisure engagements including gaming, binge-watching and social media interactions are predominantly virtual and sedentary. This shift, and the restrictions in their physical movements, reduce youth interactions with their social and material environments. Operationalizing Soja’s “Thirdspace,” this paper argues that Pokémon Go generates hybrid habitats at the confluence of leisure, youth, and digital gaming. Through qualitative interviews and co-playing sessions, this study draws from an engagement experience pool spanning 400 h of gameplay with five respondents in the Indian context. It examines how the everyday leisure activities of youth in augmented environments can lead to new spatio-cultural meanings, redefine immediate social environments, and create dynamic possibilities for youth development.
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来源期刊
CiteScore
5.70
自引率
9.40%
发文量
23
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