TY - JOUR
T1 - Conceptualizing E-leisure
AU - Nimrod, Galit
AU - Adoni, Hanna
PY - 2012
Y1 - 2012
N2 - The emergence and diffusion of new information and communication technologies have profoundly affected and are still transforming individuals’ leisure. These technologies offer many enjoyable activities often described as “online leisure”, “cyber leisure” or “E-leisure”. Although numerous studies have examined such activities, only few scholars have related to the essence of E-leisure. Based on the principal components of leisure studies and new media research, this article aims to conceptualise E-leisure and to explore its distinctive qualities. It starts with discussing the relevance of the core definitional-aspects of traditional leisure (i.e., time, activity and experience) for conceptualizing E-leisure, and examines which dimensions related to these aspects are relevant to E-leisure and which have lost significance. The article also suggests four new dimensions required for fuller understanding of E-leisure, namely, synchronicity, interactivity, anonymity, and virtual reality, and presents some arguments about possible associations between these dimensions and the core aspects of leisure. Lastly, it discusses the “mediatization” of leisure and directions for future research.
AB - The emergence and diffusion of new information and communication technologies have profoundly affected and are still transforming individuals’ leisure. These technologies offer many enjoyable activities often described as “online leisure”, “cyber leisure” or “E-leisure”. Although numerous studies have examined such activities, only few scholars have related to the essence of E-leisure. Based on the principal components of leisure studies and new media research, this article aims to conceptualise E-leisure and to explore its distinctive qualities. It starts with discussing the relevance of the core definitional-aspects of traditional leisure (i.e., time, activity and experience) for conceptualizing E-leisure, and examines which dimensions related to these aspects are relevant to E-leisure and which have lost significance. The article also suggests four new dimensions required for fuller understanding of E-leisure, namely, synchronicity, interactivity, anonymity, and virtual reality, and presents some arguments about possible associations between these dimensions and the core aspects of leisure. Lastly, it discusses the “mediatization” of leisure and directions for future research.
UR - http://www.scopus.com/inward/record.url?scp=84869201268&partnerID=8YFLogxK
U2 - 10.1080/07053436.2012.10707834
DO - 10.1080/07053436.2012.10707834
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AN - SCOPUS:84869201268
SN - 0705-3436
VL - 35
SP - 31
EP - 56
JO - Loisir et Societe
JF - Loisir et Societe
IS - 1
ER -