With their significant impact upon economic, social and political spheres, videogames are a crucial site of sociological research. The spaces in which videogames are played are often referred to by generic terms which does not adequately incorporate or convey the experiences of those who use technologies as a means of communication, work and play. Placing Lefebvre's The Production of Space (1991/1974) as its cornerstone, this thesis examines how Lefebvre's conceptual typology of space can be used as a tool of analysis, arguing that the experiences of postindustrial society are concurrent to experiences of space transient and in flux.
نام شخص به منزله سر شناسه - (مسئولیت معنوی درجه اول )