ABSTRACT

In particular, I was interested in the role that such a peripheral context of game play might contribute to creative social practices of digital games. Creativity, in the sense of the practices of everyday meaning-making that Paul Willis outlines in The Ethnographic Imagination (2000), which are “embodied and embedded” (27), and “sensual and material” (20). The virtual networks of gaming were connected in an embodied and material manner to the locality of the cybercafé, making it a key location for considering how everyday creativity figured in the enactment of this connection.