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Author

Tom Brock

Bio: Tom Brock is an academic researcher from Manchester Metropolitan University. The author has contributed to research in topics: Critical realism (philosophy of the social sciences) & Social movement. The author has an hindex of 8, co-authored 19 publications receiving 272 citations.

Papers
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Journal ArticleDOI
TL;DR: In this paper, the authors argue that the professional context of electronic sports rationalizes play by turning player psychology toward the pursuit of extrinsic rewards, which is evidenced in the instrumental decision-making that accompanies competitive gameplay as well as the survival strategies that e-Sports players deploy to endure its precarious working environment(s).
Abstract: In Man, Play and Games, Roger Caillois warns against the “rationalization” of play by working life and argues that the professionalization of competitive games (agon) will have a negative impact on people and society. In this article, I elaborate on Caillois’ argument by suggesting that the professional context of electronic sports (e-Sports) rationalizes play by turning player psychology toward the pursuit of extrinsic rewards. This is evidenced in the instrumental decision-making that accompanies competitive gameplay as well as the “survival” strategies that e-Sports players deploy to endure its precarious working environment(s). In both cases, play is treated as work and has problematic psychological and sociological implications as a result.

40 citations

Journal ArticleDOI
TL;DR: The consumption of digital games has become increasingly "gamblified" (Gainsbury et al., 2015; Zanescu et al, 2020) in recent years as mentioned in this paper, and consumers can now play games and gamble in real-time and from almost any location.
Abstract: The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanescu et al, 2020) in recent years. Due to the changes in media landscape such as the development of new forms of gambling via the Internet and mobile phones, consumers can now play games and gamble in real-time and from almost any location (Newall et al, 2019; King et al, 2010; Griffiths & Parke, 2010). The growing intersections between digital games, gambling, and consumption practices afforded by these technological changes take many forms (Albarran-Torres, 2018). Some players pursue what has become known as "skin betting", which involves wagering digital "skins" (virtual appearances) of characters either within games or on third-party websites and platforms (Greer et al, 2019); others bet on esports (competitive digital gaming) competitions in a manner comparable to traditional sports betting (Gainsbury et al, 2017); others utilise "gamblified" monetisation methods when watching and engaging with live-streamed digital game content on platforms such as Twitch.tv (Abarbanel & Johnson, 2020); while others still purchase loot boxes, the focus of many of the papers in our particular issues, which involve paying real-world money for an unpredictable set of in-game virtual items (Macey & Hamari, 2019, Nielsen & Grabarczyk, 2019). Our goal in this special issue is to begin to elucidate some of the changes in consumption patterns, both within "gaming" and "gambling", that we see heralded by these developments.

23 citations

Journal ArticleDOI
TL;DR: In this article, the authors apply sociological theories of "craft" to computer gaming practices to conceptualise the relationship between play, games and labour, using the game Dota 2, as both a competitive esport title and a complex game based around a shared practice.
Abstract: This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.

19 citations


Cited by
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Book ChapterDOI
01 Sep 1989
TL;DR: We may not be able to make you love reading, but archaeology of knowledge will lead you to love reading starting from now as mentioned in this paper, and book is the window to open the new world.
Abstract: We may not be able to make you love reading, but archaeology of knowledge will lead you to love reading starting from now. Book is the window to open the new world. The world that you want is in the better stage and level. World will always guide you to even the prestige stage of the life. You know, this is some of how reading will give you the kindness. In this case, more books you read more knowledge you know, but it can mean also the bore is full.

5,075 citations

Journal ArticleDOI
TL;DR: In this paper, the Shand-McDougall concept of sentiment is taken over and used in the explanation of moral motivation, which is reinforced by social pressures and by religion, treating as an effort of finite man to live in harmony with the infinite reality.
Abstract: In his Preface the author' says that he started out to review all the more important theories upon the topics ordinarily discussed under human motivation but soon found himself more and more limited to the presentation of his own point of view. This very well characterizes the book. It is a very personal product. It is an outline with some defense of the author's own thinking about instincts and appetites and sentiments and how they function in human behavior. And as the author draws so heavily upon James and McDougall, especially the latter, the book may well be looked upon as a sort of sequel to their efforts. There is a thought-provoking distinction presented between instinct and appetite. An instinct is said to be aroused always by something in the external situation; and, correspondingly, an appetite is said to be aroused by sensations from within the body itself. This places, of course, a heavy emphasis upon the cognitive factor in all instinctive behaviors; and the author prefers to use the cognitive factor, especially the knowledge of that end-experience which will satisfy, as a means of differentiating one instinct from another. In this there is a recognized difference from McDougall who placed more emphasis for differentiation upon the emotional accompaniment. The list of instincts arrived at by this procedure is much like that of McDougall, although the author is forced by his criteria to present the possibility of food-seeking and sex and sleep operating both in the manner of an appetite and also as an instinct. The Shand-McDougall concept of sentiment is taken over and used in the explanation of moral motivation. There is the development within each personality of a sentiment for some moral principle. But this sentiment is not a very powerful motivating factor. It is reinforced by social pressures and by religion, which is treated as an effort of finite man to live in harmony with the infinite reality. Those whose psychological thinking is largely in terms of McDougall will doubtless find this volume a very satisfying expansion; but those who are at all inclined to support their psychological thinking by reference to experimental studies will not be so well pleased. The James-Lange theory, for example, is discussed without mention of the many experimental studies which it has provoked. Theoretical sources appear in general to be preferred to experimental investigations.

1,962 citations

Journal ArticleDOI

1,256 citations

01 Jun 2008

1,189 citations

01 Nov 1998

764 citations