Online gaming practices
Comparison between youth with and without gaming addiction
Keywords:
Practice theories, Online gaming, Virtual goods, Virtual consumption, Gaming addictionAbstract
The objective of this study is to investigate the differences in online gaming practices among youth with and without gaming addiction, drawing on practice theory. Adopting a qualitative approach, the research utilizes in-depth interviews and thematic content analysis. Among non-addicted individuals, online gaming is associated with relaxation, rest, fun, self-fulfillment, victory, and recognition. In contrast, for those identified as addicted, gaming is oriented toward competition, progression, wealth, power, achievement, escapism, avoidance of idleness, social bonds, friendship and strong emotional ties to the gaming community. In both groups, the meaning of gaming is socially mediated, emerging through interaction with the community, family, and friends, where engagement involves competition and superior performance. Learning the game-specific language, rules, and strategies constitutes the procedural dimension of practice. Adulthood marks a phase in which gaming practices are either reconfigured or abandoned, depending on their compatibility with the broader nexus of everyday practices. The value attributed to virtual goods derives not only from their functional benefits but also from their role in generating social bonds, positive emotional experiences, and symbolic expressions of identity, self-expression and status. The findings suggest that online gaming is a dynamic practice, reshaped by social pressures and life transitions. This evolution highlights how gaming intersects with other practices, such as study, work, and offline relationships. Furthermore, mechanisms for acquiring virtual goods—such as skins and loot boxes—entail moral, symbolic, and aesthetic evaluations, reflecting the interpretive complexity of consumption within digital environments.
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