A1 Journal article (refereed)
Continuous play : leisure engagement in competitive fighting games and taekwondo (2023)
Siutila, M., & Karhulahti, V.-M. (2023). Continuous play : leisure engagement in competitive fighting games and taekwondo. Annals of Leisure Research, 26(1), 100-116. https://doi.org/10.1080/11745398.2020.1865173
JYU authors or editors
Publication details
All authors or editors: Siutila, Miia; Karhulahti, Veli-Matti
Journal or series: Annals of Leisure Research
ISSN: 1174-5398
eISSN: 2159-6816
Publication year: 2023
Volume: 26
Issue number: 1
Pages range: 100-116
Publisher: Routledge
Place of Publication: Abingdon
Publication country: United Kingdom
Publication language: English
DOI: https://doi.org/10.1080/11745398.2020.1865173
Publication open access: Openly available
Publication channel open access: Partially open access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/80526
Abstract
In order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practitioners. Drawing on qualitative offline/online interviews (n = 56) and close reading of externally documented life narratives (n = 14), we explore how the modes and motives of engagement fluctuate in competitive players over time. The study provides a new developmental approach to continuous competitive play as leisure. Our results show rather than making linear progress from ‘casual’ to ‘serious’ leisure, individuals in both groups perceive their lasting relationships with these activities gradually evolving through their lives in three stages: acquaintance, attachment, and accommodation, The players fluctuate between casual and serious engagement, occasionally reaching a state of subjectively meaningful and socially cemented life permanence. The study suggests that the patterns of long-term play and gaming may not differ much between digital and non-digital domains.
Keywords: taekwondo; electronic sports; digital games; martial arts; playing (games and sports); leisure; committing oneself
Free keywords: acquaintance; attachment; accommodation; serious leisure; casual leisure
Contributing organizations
Related projects
- Centre of Excellence in Game Culture Studies
- Koskimaa, Raine
- Academy of Finland
Ministry reporting: Yes
Reporting Year: 2023
Preliminary JUFO rating: 1