Research output: Contribution to conference - Without ISBN/ISSN › Conference paper › peer-review
Research output: Contribution to conference - Without ISBN/ISSN › Conference paper › peer-review
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TY - CONF
T1 - A ludic perspective on everyday practices
T2 - 20th Americas Conference on Information Systems, AMCIS 2014
AU - Chughtai, Hameed
AU - Myers, Michael D.
PY - 2014
Y1 - 2014
N2 - In this paper we introduce Johan Huizinga's ludic perspective to information systems research with the aim to understand large complex social phenomena, specifically how the younger generation interacts with technology in their everyday organizational practices. Against an anthropological background, we employ Huizinga's ludic approach to grasp everyday practices using the concept of play. We specifically invoke this novel concept in an ongoing critical ethnography of young professionals' everyday encounters with IT in a large organization. Our findings endorse the idea that young people seem to be at play with IT in their everyday practices. This paper adds two contributions to IS research: first, it introduces Huizinga's ludic perspective as a framework to help understand everyday practice; second, the organizational ethnographic evidence sheds light on the practical intricacies from young people's perspective, thus placing the use of IT in the broader context of everyday practices of the younger generation.
AB - In this paper we introduce Johan Huizinga's ludic perspective to information systems research with the aim to understand large complex social phenomena, specifically how the younger generation interacts with technology in their everyday organizational practices. Against an anthropological background, we employ Huizinga's ludic approach to grasp everyday practices using the concept of play. We specifically invoke this novel concept in an ongoing critical ethnography of young professionals' everyday encounters with IT in a large organization. Our findings endorse the idea that young people seem to be at play with IT in their everyday practices. This paper adds two contributions to IS research: first, it introduces Huizinga's ludic perspective as a framework to help understand everyday practice; second, the organizational ethnographic evidence sheds light on the practical intricacies from young people's perspective, thus placing the use of IT in the broader context of everyday practices of the younger generation.
KW - Ethnography
KW - Generations
KW - Play
KW - Spatiality
KW - Temporality
UR - http://www.scopus.com/inward/record.url?scp=84905990087&partnerID=8YFLogxK
M3 - Conference paper
AN - SCOPUS:84905990087
Y2 - 7 August 2014 through 9 August 2014
ER -