Abstract

This article is a critical review of studies on gaming communities. In particular, it analyses the use of subcultural, post-subcultural and postmodern subcultural theorists in relation to video games players. Academic use of sociological concepts to study gaming communities, such as neo-tribe, subculture, lifestyle, and scene, is not always explained and almost all sociological instruments show limits in engaging the complex and changing phenomena of video gaming cultures. The article focuses on the misleading use of the term subculture and, therefore, analyses effective applications of post-subcultural and post-modern subcultural approaches to specific case studies. Eventually, the relation between gamers and video games cultures is analysed. In this sense, I argue that the complexity of gaming communities is difficult to be framed and I suggest the use of the Bourdieusian concept of champ.

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