Researching digital games in domestic space


Playing in the domestic space: exploring the role of video games in the context of everyday life.

The aim of this research project is twofold:

  1. It aims to gain insight into why people play digital games. It focuses on how this ‘why’ can be conceptualized and measured. More specifically, a conceptual model will be developed in which individual and structural dimensions are combined. Designing and testing a valid and reliable measurement instrument will be a central concern of this section.
  2. Gaining insight into the role digital games take as cultural artifacts into the social life of people playing games. In particular, it will look at the saliency of games as social practice and if and to what extent games as a social practice contribute to the construction of an identity as a gamer.

Duration of the project

The project runs from 01/10/2011 - 31/08/2015.

Staff involved

Financed by

  • University Research Fund (BOF)