Digital Gaming, Social Inclusion, and the Right to Play

A Case Study of a Venezuelan Cybercafé

Authored by: Tom Apperley

The Routledge Companion to Digital Ethnography

Print publication date:  December  2016
Online publication date:  January  2017

Print ISBN: 9781138940918
eBook ISBN: 9781315673974
Adobe ISBN: 9781317377788

10.4324/9781315673974.ch21

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Abstract

While digital games and gaming have recently received some attention from anthropologists (e.g. Boellstorff 2008; Nardi 2010; Taylor 2006), the focus has often been on interactions in virtual worlds (Boellstorff et al. 2012, 61–4). This chapter reports on a “situated” digital ethnography that took place in a cybercafé in Caracas, Venezuela, during early 2005. This ethnography involved daily observations of digital games being played in the cybercafé over a period of four months, and was conducted in order to observe the integration of digital gaming with everyday activities. The goal was to gather observational data that supported a detailed understanding of the “cultures of use” of digital gaming technologies in Venezuela (Sassen 2006, 347–8).

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