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A ludic perspective on everyday practices: Evidence from ethnographic fieldwork

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

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A ludic perspective on everyday practices: Evidence from ethnographic fieldwork. / Chughtai, Hameed; Myers, Michael D.
2014. Paper presented at 20th Americas Conference on Information Systems, AMCIS 2014, Savannah, GA, United States.

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Harvard

Chughtai, H & Myers, MD 2014, 'A ludic perspective on everyday practices: Evidence from ethnographic fieldwork', Paper presented at 20th Americas Conference on Information Systems, AMCIS 2014, Savannah, GA, United States, 7/08/14 - 9/08/14.

APA

Chughtai, H., & Myers, M. D. (2014). A ludic perspective on everyday practices: Evidence from ethnographic fieldwork. Paper presented at 20th Americas Conference on Information Systems, AMCIS 2014, Savannah, GA, United States.

Vancouver

Chughtai H, Myers MD. A ludic perspective on everyday practices: Evidence from ethnographic fieldwork. 2014. Paper presented at 20th Americas Conference on Information Systems, AMCIS 2014, Savannah, GA, United States.

Author

Chughtai, Hameed ; Myers, Michael D. / A ludic perspective on everyday practices : Evidence from ethnographic fieldwork. Paper presented at 20th Americas Conference on Information Systems, AMCIS 2014, Savannah, GA, United States.

Bibtex

@conference{b373b63a09f748b496ee758b072bb00a,
title = "A ludic perspective on everyday practices: Evidence from ethnographic fieldwork",
abstract = "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.",
keywords = "Ethnography, Generations, Play, Spatiality, Temporality",
author = "Hameed Chughtai and Myers, {Michael D.}",
year = "2014",
language = "English",
note = "20th Americas Conference on Information Systems, AMCIS 2014 ; Conference date: 07-08-2014 Through 09-08-2014",

}

RIS

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 -