ABSTRACT

In thinking about pleasure, it is also clear that we find here the same kinds of 'guilty pleasures' outlined in previous ethnographic research investigating domestic technologies. Indeed, thinking more broadly about videogames as a domestic technology locates this project within a very different context from much research on videogames, one that reflexively attempts to navigate gendered articulations about, and investments in, new technology. The current writings on the videogame, with the problematic alignment to the PC and assumptions of a solitary and immersed gamer, come under scrutiny through this research. It was also necessary for the broader academic aims of the project, was to critique current trends within videogame theory as well as the more abstract theories of new digital technology. For videogame theory, this research primarily highlights a fundamental need not only for further ethnographic research per se, but also the necessity of 'empirical' research in approaching 'new' digital media.