In this paper we discuss an alternative view to the traditional perspective on entertainment media, moving away from a gaming paradigm towards an embodied, everyday one in which people artfully employ the everyday resources in the world around them to entertain themselves and others. We develop this notion, using data from a field study of domestic communication, to explore some of the issues in
... [Show full abstract] how people engage in playful activity through (asynchronous) messaging in their homes – notably, the very environments in which computer gaming technologies are seen to dominate in the field of entertainment. Finally, we develop the findings into some implications for the design of entertainment technologies.