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dc.contributor.authorReed, Jack
dc.contributor.authorDunn, Catherine
dc.contributor.authorBeames, Simon
dc.contributor.authorStonehouse, Paul
dc.date.accessioned2022-09-14T07:37:20Z
dc.date.available2022-09-14T07:37:20Z
dc.date.created2022-08-10T14:11:28Z
dc.date.issued2022
dc.identifier.citationLeisure Studies. 2022, Artikkel 2088836.en_US
dc.identifier.issn0261-4367
dc.identifier.urihttps://hdl.handle.net/11250/3017690
dc.descriptionThis is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way.en_US
dc.description.abstractVirtual environments as spaces for leisure are rapidly emerging within the zeitgeist of 21st century leisure practices. One such environment is the Zwift cycling and running app which provides a series of virtual worlds where cyclists and runners can train, race, and socialise with a global community from their own home. As four authors, we are all in some way curious or engaged with Zwift as a platform for our own leisure. We therefore developed a ‘community of inquiry’ to provide an initial foray into Zwift as a virtual leisure space. We each produced a section of the paper which focused respectively on assemblage theory, micro-sociology, gender, and morality. Through critique and the spirit of collegiality, these texts were refined and are presented in the paper as separate yet interlinked narratives. Our community of inquiry then reconvened to consider the mechanics of game design and to present Zwift as exhibiting the components of an interreality. The paper concludes with implications for further research which includes considering Zwift as a third space and as a panopticon.en_US
dc.language.isoengen_US
dc.subjectassemblagesen_US
dc.subjectcommunity inquiryen_US
dc.subjectgamingen_US
dc.subjectinterrealityen_US
dc.subjectvirtual leisureen_US
dc.subjectZwiften_US
dc.titleE‘Ride on!’: The Zwift platform as a space for virtual leisureen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2022 The Author(s)en_US
dc.source.pagenumber15en_US
dc.source.journalLeisure Studiesen_US
dc.identifier.doi10.1080/02614367.2022.2088836
dc.identifier.cristin2042241
dc.description.localcodeInstitutt for lærerutdanning og friluftslivsstudier / Department of Teacher Education and Outdoor Studiesen_US
dc.source.articlenumber2088836en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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