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dc.contributor.authorSiutila, Miia
dc.contributor.authorKarhulahti, Veli-Matti
dc.date.accessioned2022-04-07T07:34:21Z
dc.date.available2022-04-07T07:34:21Z
dc.date.issued2023
dc.identifier.citationSiutila, M., & Karhulahti, V.-M. (2023). Continuous play : leisure engagement in competitive fighting games and taekwondo. <i>Annals of Leisure Research</i>, <i>26</i>(1), 100-116. <a href="https://doi.org/10.1080/11745398.2020.1865173" target="_blank">https://doi.org/10.1080/11745398.2020.1865173</a>
dc.identifier.otherCONVID_47769362
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/80526
dc.description.abstractIn order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practitioners. Drawing on qualitative offline/online interviews (n = 56) and close reading of externally documented life narratives (n = 14), we explore how the modes and motives of engagement fluctuate in competitive players over time. The study provides a new developmental approach to continuous competitive play as leisure. Our results show rather than making linear progress from ‘casual’ to ‘serious’ leisure, individuals in both groups perceive their lasting relationships with these activities gradually evolving through their lives in three stages: acquaintance, attachment, and accommodation, The players fluctuate between casual and serious engagement, occasionally reaching a state of subjectively meaningful and socially cemented life permanence. The study suggests that the patterns of long-term play and gaming may not differ much between digital and non-digital domains.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherRoutledge
dc.relation.ispartofseriesAnnals of Leisure Research
dc.rightsCC BY 4.0
dc.subject.otheracquaintance
dc.subject.otherattachment
dc.subject.otheraccommodation
dc.subject.otherserious leisure
dc.subject.othercasual leisure
dc.titleContinuous play : leisure engagement in competitive fighting games and taekwondo
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202204072208
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.oppiaineNykykulttuurin tutkimusfi
dc.contributor.oppiaineHyvinvoinnin tutkimuksen yhteisöfi
dc.contributor.oppiaineContemporary Cultureen
dc.contributor.oppiaineSchool of Wellbeingen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange100-116
dc.relation.issn1174-5398
dc.relation.numberinseries1
dc.relation.volume26
dc.type.versionpublishedVersion
dc.rights.copyright
dc.rights.copyright© 2021 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber312397
dc.subject.ysodigitaaliset pelit
dc.subject.ysoelektroninen urheilu
dc.subject.ysositoutuminen (toiminta)
dc.subject.ysotaekwondo
dc.subject.ysokamppailulajit
dc.subject.ysovapaa-aika
dc.subject.ysopelaaminen
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p29375
jyx.subject.urihttp://www.yso.fi/onto/yso/p13419
jyx.subject.urihttp://www.yso.fi/onto/yso/p17805
jyx.subject.urihttp://www.yso.fi/onto/yso/p6854
jyx.subject.urihttp://www.yso.fi/onto/yso/p3276
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.1080/11745398.2020.1865173
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
dc.type.okmA1


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