What characterizes the practice of playing digital games in post-retirement life as it appears in the given accounts, particularly with regards to expectations about suitable activities and management of time? These questions are investigated via the qualitative interviews with 14 Danish players of digital games aged 65 and above, analyzed on the basis of practice theory. The playing of digital games appears in the accounts as a routinized and mostly relational activity, which in the majority of cases is regulated and fitted into designated breaks in otherwise busy, weekly schedules. The pleasures of playing are related mainly to mastery, fellowship and relaxation, but the majority of informants directly or implicitly express conflicting emotions and expectations in relation to their playing of digital games. The playing of digital games appears in many accounts as a somewhat dubious activity that may conflict with ideals of active ageing.
|Tidsskrift||ESSACHESS - Journal for Communication Studies|
|Status||Udgivet - 14. dec. 2021|