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Mothers, play and everyday life: Ethnology meets game studies

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Abstract

The socio-cultural practice of gaming has taken a giant leap out of the cultural closet. Gaming is becoming a mainstream activity in many Scandinavian homes with a player base that is growing in size and diversity. Contemporary living-room and everyday culture is changing and developing; the new LCD or plasma-TV that many families bought for last Christmas will be used as much for console gaming as for watching DVD or blu-ray movies. Simultaneously, public discourses on media-use adjust to reflect the currents of transformation. The view of gaming as leading to addiction and violent behavior is slowly, but gradually becoming nuanced 1 and the formerly dominant image of the computer-game player as a boy has changed to include the whole family, with "Mom" being the most recent addition.

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