In this paper, we consider the various manifestations of 'presence' and 'place' in the context of mobile gaming, arguing that the cliches surrounding gender and mobile games can be usefully analysed by way of a phenomenology of the practice of casual game-play. This analysis forms part of a broader study of young women and gaming in Australia; here, we focus upon the growing realm of young women who are studying to be game designers. Via a sample study of 17 university students aged between 18 and 30 years, we investigate the different attitudes, spaces, and modalities of presence particular to casual mobile gaming, and the types of engagement they afford. Complicating the stereotype that casual mobile gaming is 'trivial', we look at the different spaces in which these games are played-public transport, at home alone, waiting in queues - and the types of embodiment and engagement experienced by our respondents. In particular, we critically examine the complex, layered, and often coexisting modes of being present, not present, and in between when playing casual mobile games in both public and domestic spaces.
History
Journal
Australian Journal of Communication
Volume
36
Issue
1
Start page
23
End page
35
Total pages
13
Publisher
Australia and New Zealand Communication Association