+ All Categories
Home > Documents > Fast_food

Fast_food

Date post: 26-Dec-2015
Category:
Upload: rajesh920
View: 26 times
Download: 0 times
Share this document with a friend
Description:
Fast food and fast gamesAn ethnographic exploration of foodconsumption complexity among thevideogames subcultureJames M. Cronin and Mary B. McCarthyDepartment of Food Business & Development, University College Cork,Cork, IrelandAbstract
Popular Tags:
25
British Food Journal Emerald Article: Fast food and fast games: An ethnographic exploration of food consumption complexity among the videogames subculture James M. Cronin, Mary B. McCarthy Article information: To cite this document: James M. Cronin, Mary B. McCarthy, (2011),"Fast food and fast games: An ethnographic exploration of food consumption complexity among the videogames subculture", British Food Journal, Vol. 113 Iss: 6 pp. 720 - 743 Permanent link to this document: http://dx.doi.org/10.1108/00070701111140070 Downloaded on: 28-03-2012 References: This document contains references to 124 other documents To copy this document: [email protected] This document has been downloaded 977 times. Access to this document was granted through an Emerald subscription provided by GITAM UNIVERSITY For Authors: If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service. Information about how to choose which publication to write for and submission guidelines are available for all. Additional help for authors is available for Emerald subscribers. Please visit www.emeraldinsight.com/authors for more information. About Emerald www.emeraldinsight.com With over forty years' experience, Emerald Group Publishing is a leading independent publisher of global research with impact in business, society, public policy and education. In total, Emerald publishes over 275 journals and more than 130 book series, as well as an extensive range of online products and services. Emerald is both COUNTER 3 and TRANSFER compliant. The organization is a partner of the Committee on Publication Ethics (COPE) and also works with Portico and the LOCKSS initiative for digital archive preservation. *Related content and download information correct at time of download.
Transcript
Page 1: Fast_food

British Food JournalEmerald Article: Fast food and fast games: An ethnographic exploration of food consumption complexity among the videogames subcultureJames M. Cronin, Mary B. McCarthy

Article information:

To cite this document: James M. Cronin, Mary B. McCarthy, (2011),"Fast food and fast games: An ethnographic exploration of food consumption complexity among the videogames subculture", British Food Journal, Vol. 113 Iss: 6 pp. 720 - 743

Permanent link to this document: http://dx.doi.org/10.1108/00070701111140070

Downloaded on: 28-03-2012

References: This document contains references to 124 other documents

To copy this document: [email protected]

This document has been downloaded 977 times.

Access to this document was granted through an Emerald subscription provided by GITAM UNIVERSITY

For Authors: If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service. Information about how to choose which publication to write for and submission guidelines are available for all. Additional help for authors is available for Emerald subscribers. Please visit www.emeraldinsight.com/authors for more information.

About Emerald www.emeraldinsight.comWith over forty years' experience, Emerald Group Publishing is a leading independent publisher of global research with impact in business, society, public policy and education. In total, Emerald publishes over 275 journals and more than 130 book series, as well as an extensive range of online products and services. Emerald is both COUNTER 3 and TRANSFER compliant. The organization is a partner of the Committee on Publication Ethics (COPE) and also works with Portico and the LOCKSS initiative for digital archive preservation.

*Related content and download information correct at time of download.

Page 2: Fast_food

Fast food and fast gamesAn ethnographic exploration of foodconsumption complexity among the

videogames subculture

James M. Cronin and Mary B. McCarthyDepartment of Food Business & Development, University College Cork,

Cork, Ireland

Abstract

Purpose – The purpose of this paper is to understand how food is used to create identity andcommunity for gamers during core rituals. These meanings are to be explored within the broadercontext of subcultural experience in an investigation of the motives and the self-concept dynamicsunderlying this symbolic consumer behaviour.

Design/methodology/approach – This paper uses an interpretive research strategy and adopts amulti-method ethnographic approach that includes: netnography: multiple, in-depth, ethnographicinterviews; and prolonged participant observation. Interview informants are young Irish subculturalmembers aged between 18 and 23. Data analysis proceeds according to a constant comparativemethod.

Findings – The findings suggest that the social gaming ritual, when intersected with food, is closelylinked to issues of identity, community, fantasy and escape, gustatory rebellion and prolongedhedonism. Commensality during the core social gaming ritual contributes to a sense of communitas,while the “junk” nature of the shared food products helps to manufacture the hedonism of the event.The social ritual then is sovereign and bound by its own subcultural parameters, which opposemainstream culture’s norms and dietary regulations. From its role in helping to create a Utopian andrebellious experience, food is then leveraged as part of the gamers’ collective identity. Practitionerimplications of the results are discussed.

Originality/value – This paper investigates contemporary food consumption behaviour within apostmodern community. The main contribution pertains to providing an insight into a previouslyneglected group of food consumers.

Keywords Video games, Fast foods, Culture (sociology), Social psychology, Ireland

Paper type Research paper

IntroductionConsumer Culture Theory conceptualizes culture as the very fabric of experience,meaning, and behaviour (Geertz, 1983). Owing to its internal, fragmented complexity,consumer culture is played out by micro groups of consumers coming together to forgetheir own social solidarity and distinct, self-selected, and often transient culturalworlds through the pursuit of common consumption interests (Belk and Costa, 1998;Kozinets, 2002; Schouten and McAlexander, 1995). In this article, we focus on the socialfood consumption behaviour of one particular micro group of consumer culture, thevideo games subculture, to better understand how the micro-cultural world one residesin affects his/her food consumption. The premise for this investigation is that throughculture – food, its preparation and consumption, become intricately interwoven withmany other central processes of social life (Warde, 1997).

The current issue and full text archive of this journal is available at

www.emeraldinsight.com/0007-070X.htm

BFJ113,6

720

British Food JournalVol. 113 No. 6, 2011pp. 720-743q Emerald Group Publishing Limited0007-070XDOI 10.1108/00070701111140070

Page 3: Fast_food

Many authors have agreed that the video game industry has become one of the mostactive and dynamic merchandisers of culture to consumers in recent years (see Sellers,2001; Newman, 2004; Yee, 2006; Mayra, 2008) and the consequential rise of the videogame subculture has been observed to transcend age groups as well as socio-economiccategories the world over. As an extremely influential power among consumers, videogames permeate their everyday lives and these individuals devote huge amounts oftime and effort in pursuit of their favourite activity (Mayra, 2008; Gentile andAnderson, 2003). While it is not something that has reached the echelons of public andsocial debate, the distinct food consumption practices of this subculture have beensparsely documented – or in some cases have been ridiculed – in popular culture.

Mainstream texts typically deride the gaming experience as a sedentary activitythat demands gamers spend hours of their day sitting in a chair, hunched over acomputer or TV screen during which time many of these individuals subsist on quick,high-calorie snacks. As a result of this portrayal, most people are familiar with thestereotypical overweight, introverted gamer and his affinity for take-out pizza andassorted junk foods. This has spurred much debate regarding the adverse effects videogames may have on physical activity, adiposity and nutritional intake (Vandewateret al., 2003; Robinson, 2001, 1999). However, contemporary debate on gaming andculture appears to be without any naturalistic study focussing on the true symbolicimportance of the food related aspects of these consumers’ game-playing experiences,how food fits into gamers’ lives and the kinds of meaning based food practices thatthese people are engaged in while gaming. This dearth in research may be accountableby the dismissive treatment video games have typically received by scholars. Acrossthe academic literature the gaming subculture has traditionally been painted as aheavily hedonistic, masturbatory affair that is readily denigrated as trivial –something that will be grown out of – and demanding no investigation (Newman,2004, p. 5). Nevertheless, Lupton (1996) calls for the exploration and appreciation of theunique and multifarious foodways of all cultures on their own grounds and withoutprejudice. In addition, Sanders (1985) argues studies of deviant subcultural activitywarrant attention as potentially vital information pertinent to wider cultural behaviourmay be observed:

Disvalued social activities are typically embedded in subcultural groups which providenorms and values which direct and shape patterns of cultural choice (Sanders, 1985, p. 17).

With this in mind, the purpose of this present article is to examine the foodconsumption behaviour of the gaming subculture through its members’ construction offood related practices, identities, and meanings to orient their experiences and lives.

While there is a wide spectrum of interaction within the gaming subculture, theemphasis of this study falls specifically on the social setting as social relations aretaken to define consumption experiences (Thompson and Troester, 2002), especiallywithin the context of subcultures. Clearly, the food habits of solitary gamers may varyand warrant investigation in its own right. This was beyond the scope of this study. Byinvestigating the gaming subculture as a rich and sophisticated postmodernexperience that carries multiple cultural, social and symbolic meanings this study willbe able to pursue two major research questions:

RQ1. What cultural functions do gamers associate with food?

Fast food andfast games

721

Page 4: Fast_food

RQ2. More specifically, what are the current symbolic meanings they attach to foodconsumption?

To answer these questions, the gaming subculture’s socially organised food relatedactivities are read as a discussion and negotiation carried on symbolically throughconsumption (Venkatesh, 1995). It will be inherent within the objectives to offer “thickdescriptions” of the subculture’s food consumption activity, i.e. provide conceptualexplanation for findings.

The association between food and cultureEating, drinking and deciding what to eat are among the most frequent behaviours ofany given group of consumers. Hunger, of course, stands out as the obvious impetusfor eating but individual consumption preferences are not independent of culture(Rozin, 1996; Asp, 1999):

We have a biological need to consume a certain amount of calories and quantity of liquid; thisneed, however, does not define what to eat and with what, how to cook it, when to eat it and inwhat social circumstances (Askegaard and Madsen, 1995).

Veeck and Veeck (2000) go so far as to describe culture as an “invisible hand”influencing consumers’ daily behaviours. However, before we go any further it maybe astute to provide an overview of what constitutes culture and how it isconceptualised in the study of food consumers. Hofstede (1980, p. 19) defines cultureas “ . . . the interactive aggregate of common characteristics that influence a group’sresponse to its environment”. With this understanding, the cultural approach toconsumer behaviour seeks to make sense of the imbricated layers of culturalmeaning that configure consumer actions in a specific social context or that formconsumers’ interpretations of their experiences (Arnould and Price, 1993; Fournier,1998; Holt, 1995; Thompson, 1996). Mennell et al. (1992) then specifically define“food culture” as a culinary order whose traits are prevalent among a certain groupof consumers defined from the micro-level (family, peer groups) to the macro-level(countries, regions, social classes). Food culture can be considered an insertedmechanism of convention specifically related to food within the broader concept ofculture.

Over the last two decades a mounting body of literature has emerged within thesocial sciences exploring the complex relationship between culture and theconsumption of food (e.g. Axelson, 1986; Murcott, 1989; Shepherd, 1989; Furst et al.,1996; Riley, 1994; Jamal, 1996, 1998; Wright et al., 2001). From pursuing such anapproach, Fieldhouse (1986) and Furst et al. (1996) posit that foods chosen, methods ofeating, preparation and quantities consumed, are an integrated part of a coherent andsymbolic cultural pattern. Rozin (1996, p. 83) supports this notion, arguing that withinmost, if not all cultures, food is laden with meaning and constitutes a major form ofsocial exchange and identity building. Like all culturally defined material substancesused by consumers in their pursuit to create and maintain social relationships andsocial identity, food performs a salient role in solidifying group membership andsetting groups apart (Mintz and Du Bois, 2002). This notion is dealt with at length byBarthes, in his structuralist analysis of French culture, in which he singled out forattention the nationalist properties of certain foods, arguing that wine is typicallyregarded as the “totem drink” of Frenchness, “a possession which is its very own, just

BFJ113,6

722

Page 5: Fast_food

like its 360 types of cheese and its culture” (Barthes, 1980, p. 65). Likewise, Adair (1986,p. 50) argues “fish and chips” constitute for the British what one may call. . . a force fornational unity”.

Subculture and the fragmentation of food cultureWhile it has been fairly well documented in the literature that commonalities anddifferences in food consumption exist across cultures on a macro-level (e.g.Lappalainen et al., 1998; Nielsen et al., 1998), there is also an acknowledgement ofthe presence of subcultures within cultures that possess their own distinctive foodrelated tastes and modes of socially shared meanings and practices (Wright et al.,2001). For example, Hindu communities all over the world consume a special sweetmade of sesame seeds symbolising life during Makar Sankranti, while for Muslims themonth of Ramadan requires mandatory fasting from dawn until dusk regardless ofwhich national or majority culture they are embedded in (Fieldhouse, 1986). Goody(1982) and Mennell et al. (1992) argue cultures with greater social differentiation have amore differentiated cuisine. Rozin (1996) posits that the source of this difference is aresult of social influences and the peer-groups we reside within i.e. micro-level socialarrangements.

Within the last 20 years, a postmodern paradigm shift has opened the road forinvestigations into how micro-social collectives can comprise of various andassorted persons linked only by a shared emotion and experience around specificconsumption activities (Cova, 1997). Fragmentation is one of the central themes ofthis postmodern understanding of consumer culture (e.g. Brown, 1995; Firat andVenkatesh, 1995; Firat and Shultz, 1997). Fragmentation consists of thedisintegration of markets into smaller and smaller groups divergent to themother culture from which they stem, each exhibiting distinctive modes of sociallyshared meanings and practices. The clustering of consumers driven by a similarpassion or ethos to form a group, thereby producing a subculture, has come to beseen as an object of study with relevance across the field of marketing however anyholistic examination of how food is used within these postmodern communities hasnot yet become fully developed.

Within food marketing and consumer research, the majority of existing studiesfocus on experimental or survey-based approaches to examine regional, ethnic orclass-based food attitudes (i.e. Verbeke and Lopez, 2005; Tomlinson, 1994), or nichemarkets such as organic and speciality food consumption (Squires et al., 2001;Wycherley et al., 2008; Pellegrini and Farinello, 2009), with a view to discoveringpotential new market segments. Little attention has been paid to how food is usedwithin consumer subcultures to convey identity or community among theselike-minded individuals. The closest investigation of how food is appropriated as animportant symbolic mechanism within a postmodern community is the work ofThompson and Arsel (2004) who attempt to investigate the consumption behaviour ofcafe flaneurs, coffee shop lovers who favour the experience of local shops as opposed tothe homogeneity of large chains. These authors pursue an analysis of the feedingpractices of a subculture of heterogeneous consumers whose intrinsic activities areinherently and exclusively based around a shared food culture. It is these consumers’mutual adoration for coffee, which is the centre-place for the creation of communityand identity within their subculture.

Fast food andfast games

723

Page 6: Fast_food

This paper, however, leverages a richer postmodern understanding of how assortedand miscellaneous individuals of a broader – and less overtly culinary – subculturallifestyle appropriate food in the construction of meaning-based linkages and in theassemblage of their own cultural identity during the core consumption experiences.The investigation therefore resides with how food is interwoven with broad meaningbased consumer interests and activities within a subculture. Such contemporary foodconsumption practices have received relatively little attention in the literature,especially within a subcultural context, yet they present an opportunity to understandconsumers’ sense of identity and belonging (Warde, 1997). To this end the study ofpostmodern communities offers researchers the prospect to identify the linking valueof goods (such as food) among communal activities and how a group uses them (Covaand Cova, 2001). Having reported on the specifics of this study, a brief review ofresearch investigating the gaming subculture will be examined to provide abackground to why this particular postmodern consumer group was chosen forinvestigation.

The gaming subcultureThe notion of gaming as a specific subculture has existed in academic literature sincethe early days of videogame scholarship in the 1980s with Loftus and Loftus devotinga chapter to this topic in Mind at Play: The Psychology of Video Games (Loftus andLoftus, 1983). Mayra (2008, p.2 5) claims that members of the gaming subculture havetheir own language and rituals, they gather to play games and are often interested inartefacts (gaming merchandise) that can be used to mark identity. It is howeverdifficult to pinpoint exactly who constitutes the subculture and little is known aboutwho exactly plays video games (Griffiths and Hunt, 1995; Newman, 2004). As itspopularity has soared with consumers, gaming’s fandom is spilling over into multiplegenerations of users making identification, from a demographic perspective, of theaverage homogenous gamer decidedly difficult.

IGN Entertainment and Ipsos Media CT (2008) suggest more than 75 percent ofgamers play games with other people either online or in person indicating a strongsocial nature to gaming. Additionally, Morris (2002) suggests that videogame play isan inherently social event for members of the subculture. Many gamers have beenfound to socialise regularly at events known as “LAN parties” which consist ofparticipants bringing their computers or gaming consoles over to each other’s house tohost and play multiplayer games between which they establish a local area network(LAN) (Mayra, 2008). Newman (2004) argues however that the videogame subculturegoes far beyond just the act and moment of play itself, that sociality and interactiondoes not cease after the game is over. Taylor (2006, p. 56) specifically discusses theemergence of gamer guilds – small offline venues for online players to meet each other,most of which are organised by gamers themselves and “usually revolve aroundeating, socialising over drinks and reminiscing and talking about the game”. Thisobservation implies some centrality of food in social events but such observations areinfrequent in the literature. Green and Guinnery (n.d.), in their nocturnal ethnographyof LAN gamers also provide a momentary observation regarding the food relatedbehaviour of such gaming groups:

Organised LANs are round the clock 26-hour techno-fests fuelled by full-sugar coke and coldfast food runs.

BFJ113,6

724

Page 7: Fast_food

Similarly, an observation from Kozinets et al.’s (2004) multiperspectivical ethnographicengagement with the ESPN Zone Chicago, a sports, dining and entertainment mecca,allows for a fleeting glimpse of the centrality of food in gaming:

I feel that I’m being sucked into a black hole, where everything just turns and turns aroundme . . . noise, games, food—and people. We are given no reason to go anywhere else: ’Eat.Drink. Watch. Play. What more do you need?’ (Kozinets et al.’s, 2004, p. 662).

These observations allude to the importance of food as an integral device within thegaming subculture, however, little scholarly attention has been given to the foodrelated activity of this community. Thus, an exploratory study of this micro-socialcommunity’s culinary practices appears to represent the ideal canvas to mobilise aninvestigation into the contemporary food related experiences of postmodernsubcultures.

MethodsGeertz (1983) refers to the study of culture not as an experimental science in search oflaws, but as an interpretive science in search of meaning. Owing to this interpretivenature of the study and a focus on food consumption from a social symbolicperspective (Kniazeva and Venkatesh, 2007; Rook, 1985; Levy, 1981) it was decidedthat qualitative approach would be the most suitable approach. Levy (1981), inparticular, demonstrates how qualitative methods are particularly useful for revealingthe rich symbolic world that underlies needs, desires, meanings and choice. With thisin mind, the approach applied was based on involvement with consumers resemblingan anthropology of consumption (Sherry, 1995) that can be described asethnomarketing or marketing ethnography (Arnould and Wallendorf, 1994). Theappropriateness of an ethnographic method as an approach for this type of study isendorsed by its utilisation in studies of food consumption across many diverse cultures(e.g. Vialles, 1994; Anigbo, 1987; Trankell, 1995). This study however takes athree-tiered approach to ethnographic exploration. The first part of the researchconducted involved searching for the indication of themes from subcultural texts (i.e.the internet), the second part involved in-depth interviewing and the third part entailedimmersive participant observation among gamers at social gameplay events in Corkand Dublin, Ireland. The three stages of fieldwork were undertaken between December2008 and September 2009. Throughout all three stages, analysis of data wasincrementally carried out, by referring to the literature. In other words, the literaturewas not exhausted prior to entering the field, as it is in many studies (Goulding, 2005),rather it was consulted as part of an iterative, inductive and interactional process ofdata collection, simultaneous analysis and emergent interpretation. This researchapproach is represented schematically in Figure 1.

Stage 1: netnographyCova and Cova (2001, p. 71) emphasise that to study any form of community ofconsumers, the marketer is “well advised to cast aside the more traditionalmono-disciplinary, systematic approaches and to favour practices based on detectingsigns, foraging for faint hints and glimmers of shadow”. In following this advice, theinitial stages of the ethnography involved a review of subcultural members’ populardiscourse, including websites and Internet discussions on a number of gaming specific

Fast food andfast games

725

Page 8: Fast_food

Figure 1.Research model

BFJ113,6

726

Page 9: Fast_food

forums to explicate structural patterns of food themes that are cultural or social(Arnould, 1998; Kozinets, 2002). Keeping in line with Kozinets’ (2002) netnographicconventions regarding the search for suitable research sites, all chosen spaces wereselected in tight accordance to the research questions i.e. only forums where the onlinedebate was focussed on gamers’ self professed food preferences and experiences weresought out. Locating such suitable research (web)sites can involve a considerableperiod of time (Maclaran and Catterall, 2002) and so over 100 gaming forums andelectronic bulletin boards were searched before selecting 20 suitable, high-traffic foodrelated threads and consumer posted blogs. From this netnography stage, a series ofcomparable events and themes were extracted which helped form the basis of a morestructured enquiry.

Stage 2: in-depth interviewsSuch textual resources as those explicated on the Internet were then supplemented byrecourse to “consumer voices” to generate accounts of the lived experience and foodconsumption practices of members of the gaming subculture. This was facilitatedthrough semi structured in-depth interviews designed in such a way to be moreconversation based as opposed to formal (Elliott and Jankel-Elliott, 2003). The intentionwas to allow the sequence of the discussion to follow a natural conversational flowwhile at the same time retaining an adequate level of control over what was discussed(Hammersley and Atkinson, 1995).

In relation to interviewee selection, Hammersley and Atkinson (1995, p. 139) statethat: “selection of informants must be based on the best judgements one can make in thecircumstances”. With this in mind, selection criteria were drawn up whereby eachinformant must admit to identifying oneself with the gaming subculture, playing morethan six hours of videogames every week, own at least one video games console, apersonal computer and live in an online-equipped home. Contact was originally madewith an initial two self-professed “hardcore” gamers who fit these criteria and agreed tobe interviewed about their consumption. This resulted in a snowball effect whereby fourother gamers who fit the prescribed criteria were identified and agreed to share theirexperiences and stories. This proved to be a successful recruitment method but is open tocriticisms of bias. No statistical inferences can be made from this sampling technique(Miller and Crabtree, 1999). Mason (2002) describes the technique as “illustrative”sampling, whereby the researcher is not making any representative claims about thedata, but suggesting that the results provide an example or illustration of what is goingon in the wider world. Furthermore, while the sample size for this stage of the researchwas quite small, the investigation fits with the conventions of postmodern orsocio-symbolic consumer research in that it concentrates on the phenomenon itself ratherthan on how many people shared that phenomenon (Jamal, 1996; Fournier, 1998; Mickand Buhl, 1992; and Erlandson et al., 1993). In other words: “the size restrictions on theinformant pool ensured the depth concerning life worlds and product relationshipportfolios necessary for thick description” (Fournier, 1998, p. 347).

Where possible, interviews were conducted as close to the central consumptionpractice of gaming and food intersection as possible. Each interview lasted between 2.5to 3 hours. Such ethnographic interviewing is a particularly effective methodologicalstrategy for examining consumption patterns. The interviewees included four malesand two females ranging from 18 to 23 years of age, all being Irish residents.

Fast food andfast games

727

Page 10: Fast_food

Stage 3: participant observationThe hallmark of ethnography is participation; working with consumers in their naturalsettings (Fetterman, 1998; Goulding, 2005) and so finally, to gain a deeperunderstanding of the subculture’s food consumption behaviour, a third step offieldwork was initiated consisting of breaking from conduction of interviews andsimply immersing ourselves among gamers at their subcultural sites. Following phasetwo of the ethnography, e-mail contact was maintained with the first two interviewinformants and it was requested that they facilitate the researchers’ exploration ofgaming spaces. This methodological approach was inspired by Schouten andMcAlexander’s (1995) pioneering ethnographic engagement with a postmodernsubculture in which the authors embraced the tutelage of two subcultural memberswho took them “into their circle” and acted as their guides throughout their inductioninto the biker subculture. With the guidance of cultural chaperones, access into thegaming subculture was made unproblematic and the lead researcher met with thesepathfinders every fortnight for four months to attend various gaming venues toparticipate in the gaming/eating complexity and to discuss issues related to the study.A total of eight locations were frequented, six of these being home based “LAN events”at informants’ houses, the remaining two being excursions to gaming cafes. Throughthe conscious activity of actually consuming among consumers, one can trulyunderstand the nature of the event (Stewart, 1998; Fetterman, 1998). To quote Loflandand Lofland (1995, p. 3) “the epistemological foundation of field studies is indeed theproposition that only through direct experience can one accurately know much aboutsocial life”. An accumulation of approximately 65 hours of field immersion wasundertaken in total, which generated over 120 pages of field notes as well asphotographs and videotape.

Analysis and interpretationData analysis was carried out according to the conventions for the analysis andinterpretation of qualitative data as recommended by Spiggle (1994) and others(Arnould and Wallendorf, 1994) and continued in an iterative fashion across offline andonline environments. As new data was collected throughout all three stages of theethnography, it was discussed in the context of previously gathered data, coded andpoints of similarity and contrast was examined. As these themes emerged, they wereused to guide the researchers toward relevant literature and then to the revision ofcoded interviews and observations in light of perspectives from the literature (i.e.grounded reading in data). As it is one of the main objectives of this analysis to offer“thick descriptions” (Geertz, 1973, p. 10), similar surfacing themes were clusteredtogether from the patterns in an attempt to classify behaviours theoretically (Spiggle,1994).

What follows is a thick description as well as an interpretation of the data gatheredduring the study.

FindingsThe following four major themes emerged as a result of an interpretation of theethnographic data:

(1) communitas: interplay between food and social gameplay relations;

(2) “an excuse” – a hedonic escape;

BFJ113,6

728

Page 11: Fast_food

(3) rebellion: subversion of mainstream culture’s food norms; and

(4) food as subcultural capital.

Communitas: interplay between food and social gameplay relationsIn analysing data from all three stages of the ethnography, the theme that emergesmost forcefully is that of food’s role in imbuing communitas among gamers at coresocial gaming events. The idea of communitas in consumer behaviour refers to feelingsof connection and solidarity in a group and this phenomenon is typically developedthrough communal feelings of linkage, belonging and devotion (Arnould and Price,1993).

A prevalent view in popular culture is that “video gaming” is socially isolating anda solitary activity (Newman, 2004). However, as some studies suggest that rather thanacting as sites of solitary play, video games foster and enhance social relations (Brownand Bell, 2004). This view posits that videogame consumption is one way to acquireand maintain a shared sense of identity by attaching symbolic meanings to objects andactivities and anchoring behaviour in cultural and social orders. This perspective wascorroborated throughout the ethnography by evidence of gamers’ appropriation of thegroup gaming event as a social bonding ritual celebrated through the necessarypresence of food. As one informant Dan (aged 22, single) put it: There has to be drinksor food or something – no that’s how you make a session out of it. That’s what makesit as an event.

Heavy in-group cohesion and verbal interactivity was recorded among gamersduring a home console night where energy dense junk foods were passed around incommensal pattern between breaks and after games. Food sharing was typicallyrecorded during such social gameplay rituals where often the food products presentwere utilised symbolically and playfully as “trophies” or “rewards” to the victor duringintense onscreen competition between the group. This all appeared to serve as socialmechanism to garner a union with others, where conviviality establishes and reinforcessocial ties (Simmel, 1961; Symons, 1994). Such playful interaction is particularlyevident if we consider the following field note excerpt:

The host had the two couches pulled out from the wall and arranged around the coffee tablein such a way that all gamers had easy access to the plethora of Cadbury Moro bars, openedpackets of potato crisps and cans of Monster energy drinks. They are all sharing from the onesmall table. Between heavy onscreen fire, one would shout frantic commands to the others toprovide fire support while he broke play to reach for a handful of crisps. The others shootback frenetic comments of “Come on!!” (. . .) Once the online enemy had been defeated, thecomment of “Yeah! Throw me over a Moro, I deserve it!” rises up the most successful gameras another compliments him on his skill towards the end of the match, labelling his work as“leet” (i.e. elite). . . (Field notes, 31/7/2009 10.30 pm).

It has already been well established elsewhere that consuming food is one of the keyways in which cinema audiences embellish and enhance the experience of filmwatching and works to construct the meanings of movie-going as a social practice(Lyons, 2004; Acland, 2003). Much in the same way that food consumption is alliedclosely to the experience of cinema going, it became apparent throughout theethnography that food plays a comparably important role in the gaming ritual.Foodstuffs made available at the host’s party become tied intimately to nurturingcommunitas within the ritualised event.

Fast food andfast games

729

Page 12: Fast_food

Indeed, sharing food has been found to be very characteristic of ritual consumptionbehaviour, and in that function food performs the symbolic task of sharing andcelebrating group identity through its bonding capabilities (Belk, 1988; Symons, 1994).The literature on shared consumption rituals shows that events in which participants actjointly may be used to communicate meaning, not only about the self, but also about therelationships among individuals that bind them together into a “small world” (Cheal,1988; Gainer and Fischer, 1991; Wallendorf and Arnould, 1991; Arnould and Price, 1993).One of the two female informants (Siofra, aged 20, single) described the playfulintersection between food and gameplay as a stimulus for interaction among gamers:

Firing up the Wii or the Playstation and dumping all this stuff (food) on the floor in front of usand then it turns into “Okay I’m going to kill you, but not yet – I need that chocolate!”(laughs) And the rest of the night would be kind of an orgy of eating and interactivity I guess!

The analysis of such recollections reveals that the major elements of a gaming sessioninclude food becoming utilised as a social connector in groups, as something thatreplaces the traditional “going out” night for these young consumers. Data from allthree stages of the ethnography assert that this “party” environment is a regularphenomenon among the gaming subculture. For Irish culture in general, party eventsare typically infrequent but the high junk food intake of social gaming tends to behabitual. The home based “LAN parties” appear to take place multiple times a month,insuring the word “party” is used loosely and operate more as the usual socialget-together ritual for these subcultural members. However, informants tended tovehemently disagree that their social gaming events are likeable to “trips to the pub” or“girls nights in” suggesting they hold their own subcultural salience.

Siofra noted that foodstuffs are recurrently used in the strategic deployment inmobilising sociality in gameplay and rarely do gamers eat as gratuitously on theirown:

The thing is I would never eat a whole pack of Doritos or a whole pack of Kinder chocolate,I’m talking about the 16 bar packs, ever on my own – and a full bucket of Ben and Jerrys(laughs) but this is what I like did one night every week last summer with friends (laughs). Itabsolutely happens in the company of other gamers.

It is possible here to draw on Beardsworth and Keil (1997, p. 251) who note that theself-indulgence and guilt of eating confectionary and sweet foods “is handled bysocialised and ritualised consumption which is more acceptable than individual,solitary use”. In addition, it should be noted that a social presence was not found to justincrease food intake but also found to alter the type of foods consumed by gamersduring their ritualistic experiences. This social influence on food consumption issubstantiated through some of the comments gamers posted on forums with regards totheir favourite foods during gaming. For example:

If I’m by myself, right now it’s a banana and an apple. If I have a buddy or two, its Salt &Vinegar chips and lots of cold beer (“DJ Machismo” posted June 24th, 2008 on “So what isyour preferred gamer food?” thread).

It is apparent that gamers eat more junk foods in the company of other gamers. Thisbehaviour can be interpreted practically as the social facilitation and of meals.Feunekes et al. (1995) suggest that the principal cause of social facilitation of humanfood intake is that social agents increase duration of meals and the amount eaten

BFJ113,6

730

Page 13: Fast_food

throughout the meals. The data does indeed evidence the eating of more, but also theconsumption of more junky foods than would be eaten privately. Communitas thus canbe taken on a pragmatic level as gamers’ tendency to alter their diet to higherquantities and more calorific, sweet foods with instant gratification.

“An excuse” – a hedonic escapeThe second emergent theme covers how gamers appear to use the social gaming ritual asa justification for eating in excess or perform what could be described as “binge-eating”.According to Rozin (2005), food is particularly potent at creating a hedonic experience forconsumers, or at least contributing to one. Khan et al. (2005) argue it is hedonism thatenables consumers to choose a rich creamy Haagen Dazs ice cream for dessert instead ofa healthy but perhaps less tasty bowl of fruit. The term hedonic means “having to dowith pleasure” and derives from the philosophy of Hedonism, which holds that pleasureis the ultimate drive for all consumer behaviour. All of this study’s informants’ socialfood consumption complexity reflected this drive for pleasure. It is interesting to notethat their food choices were mostly unconcerned with nutrition and healthiness, justflavour and suitability for commensality i.e. tasty food for sharing during the coregaming ritual. All informants elicited “junk foods” or “fast foods” as the preferred staplediet of a social gaming event, which was substantiated by data generated fromnetnographic research. Such sites as www.gamerchow.com where gamers can vote fortheir favourite food allude to the popularity of miscellaneous fast foods as the ideal“gamer food”. In interpreting such subcultural data, we must turn to Bourdieu (1984)who stresses that hedonism is socially and culturally constructed, with taste being thecrucial factor of pleasure. This means that whatever pleasure the consumer derives fromthe indulgence of food products may be seen as not only a matter of individual taste butalso social taste and socially embedded sensations.

This social dimension of eating during the gaming ritual involves a gathering ofpeople that usually has a well-defined purpose, or what the two female informantsreferred to as “an excuse”. Rachel (aged 23, living with boyfriend) explained that: “I’mnot just happily involved in this whole thing – what you refer to as a subculture – justfor the games but for the social aspect and treating myself”. She describes the relief andinherent bliss in taking things easy and cutting loose by enjoying an X-Box night withher friends or boyfriend and “Ben & Jerrys” (ice-cream). Similarly, the other femaleinformant, Siofra’s opinions appear to corroborate this notion:

I suppose what’s kind of funny is that food is it’s such a primitive pleasure and maybe we’reusing gaming itself as an excuse to indulge in a bit of that. Like for me personally, it is themoment of gaming with friends that I look forward to because it’s kind of an excuse! Anexcuse to be a bit of a pig!

In an early study of the gaming subculture, Turkle found that “for many people, whatis being pursued in the video game is... an altered state” (Turkle 1984, p. 79). This studyperhaps points to an extension of this theory – that the displacement of identity goesbeyond consumers’ transformation of their selves in the game itself and into their reallife behaviour. While the gamer may indeed look for an altered self within the gameitself (i.e. embody a strong protagonist, physically enhanced avatar), the ethnography’sdata points to the displacement of real life conduct during the gameplay – inparticular, diet. It appears that the gaming ritual offers consumers the opportunity to“cut loose” and enjoy foods that they ordinarily would try to minimise in daily life.

Fast food andfast games

731

Page 14: Fast_food

Thus, it became evident that the excitement, passion and intense competition ofsocial gaming rituals represent for gamers the prospect for eating tasty foods, anescape from their regular diet. The consumption of such food then is one of thekey ways in which gamers embellish and enhance the experience of video gaming(Plate 1).

Rebellion: subversion of mainstream culture’s food normsThe third emergent theme draws on the work of the neo-Marxist cultural theorists suchas Kellner (1995), Hebdige (1979), Frith (1996) and Willis (1978) who conceptualisesubcultures as pockets of collective, ritualised resistance or rebellion. The gratuitousjunk food consumption of the gaming subculture during the core gaming ritual could inthis light be interpreted as a rebellious conduct. Lupton (1996, p. 127) proposes thatconsumers in experimenting with different types of cuisine is a symbolic gesture ofrebellion, a way to reject their parents’ habits and norms and so the gamingsubculture’s affinity for junky, greasy, fat food may be a communal representation ofthis gastronomic rebellion. One of the female informants directly elicited an escapefrom the foods she was raised with by her parents:

Your parents wouldn’t always feed you junk food, so if you want to throw a nice event ofgaming – you’re going to want to have everything you can! So it does make it kind of achildish treat. Childishness is an aspect to it. You’re not meant to spend hours of your dayplaying games and you’re not meant to spend hours of your day eating junk food so it is akind of . . . I don’t know, a naughty little secret thing going on! (laughs) So yeah, it has to bejunk food (Siofra).

Plate 1.Instruments of escape:game controllers and junkfood

BFJ113,6

732

Page 15: Fast_food

The second female informant then referred to the notion of “bad food”:

It’s taken that you’re going to eat bad food and not grapes or something like that . . . Gamingparties are meant to about just indulging in what you want to do most, having your friendsabout and tasty food (Rachel).

This informant’s labelling of junk food as bad indicates awareness that suchconsumption subverts her normative diet. A cursory browse through the literaturesubsequent to the emergence of this theme found that snacking on junk foods could beinterpreted as a behaviour that turns food from a functional duty of self- sustenanceinto a temporal and spatial interface marked by moderate subversion (Vannini, 2008, p.245). Moreover, this subversion were observed to be held as identity salient for thegamers as the following statement from Mark (aged 18, single) makes clear:

Let’s face it, gamers are not wine and cheese people y’know? I don’t sample the finestChardonnay and some type of cheese on crackers while blowing someone’s head off in Call ofDuty, I’ll probably be balancing a tube of smokey bacon between my legs as a buddy throwsme over some dip! That’s how it is. That’s all that is like. We are gamers and don’t portrayourselves as foodies or vegans or whatever, we are who we are.

A further indication of subversive food consumption was evidenced throughobservation of “speed eating”, which Chitakunye and Maclaran (2008, p. 219) define as“a fast rate of movement or action when young people put food into the mouth, chewand swallow, in order to finish their food as fast as possible”. Speed eating was codedin the following quote from field notes during one of the early games console parties:

Just past 11.15 and the gamers are all guns blazing in a new match. The action is intenseonscreen and off, frequent swear words are blasted by the gamers as their avatars are slainonscreen. Match over – gamers were defeated but booting a rematch quickly. During thisshort interlude Dan quickly unwraps a Cadbury “Twirl” bar and shoves the chocolate fingerin his mouth with the side of his hand still holding the games controller. He munches hardand fast as Des is slurping down his can of coke with one hand, his other and on the controllerstill. His eyes not leaving the screen – can is put down. Back into the game (Field notes,18/7/2009, 11.20 pm).

Rushing food in this way defies traditional table manners that parents and popularconsumer culture itself may encourage. This can be interpreted as an attempt to escapefrom parental and mainstream expectations regarding conventions at mealtimes. Also,more practically, this behaviour can be interpreted in the light that members of thegaming subculture will sacrifice typical mealtime etiquette in favour of expedientintake during core rituals. In this manner, speed-eating insures gamers will not missout on valuable gameplay while they feed.

Food as subcultural capitalThe fourth emergent theme to arise from the data is that there are rules and norms ofgood taste in food that solidify the consumer’s place in the subculture (Bourdieu, 1984;Thornton, 1995). Bourdieu refers to taste as a socially accepted characteristic thatdefines what a culture’s food consumption is and more importantly – what it is not.While informants were keen to promote that the gaming ritual is guided by no writtenliturgy, certain politic was found to surround the gaming ritual feast however. Notknowing how to eat properly is universally a sign of outsider status (Lupton, 1996).

Fast food andfast games

733

Page 16: Fast_food

A certain unspoken mandate to eat heartily and to eat only certain fun and filling junkfoods during the event was observed throughout the ethnography. When Siofra wasquestioned about her response to a friend refusing to eat the provided food at a gamesconsole night in favour of his/her own snacks such as celery brought from home, shehad difficulty accepting such a move:

No pumas or celery at my event, put that away! (laughs) That doesn’t make sense to me, it’sdifficult to picture that. It would be strange, I can’t imagine any of my friends doing that (. . .) Ithink it would ostracise the gamer a little. They would definitely be subject to some ribbing ifthey didn’t partake in living it up with all the goodies we usually have at games night. Thewhole point of the gaming thing is to work together even if in the game you are competing.The second you remove yourself from the little community you have set up in front of thetelevision, you become an island.

Schouten and McAlexander (1995) acknowledge that such prohibition or strict outlawof behaviour is not uncommon in subcultures as cultural norms within consumercommunities dictate what is acceptable or unacceptable (see Plate 2).

In order to investigate this food politic of the gaming subculture, the lead researcherbrought along a choice of celery sticks and fruit juices to the observation of the homeconsole night with informants 2 and 3, Dan and Des. Once the junk food errands hadbeen completed and a copious selection of rich and varied bars of chocolate, brandedpotato crisps, pizza and litre bottles of soft drinks were arranged for consumptionduring the networked gameplay, the researcher produced the frugal choice of modest,healthy alternatives and asked who would like to try them. Jokes, a telling culturalform (Freud, 1960), were instantly made. Dan frivolously passed comment that the

Plate 2.Pizza and (micro)chips:symbolic rebellion

BFJ113,6

734

Page 17: Fast_food

researcher was there to observe “a hardcore gaming party, not the minutes of a veganmeeting” while Des suggested he “leave that stuff outside for the birds”. Food itself is aterm which makes cultural distinctions between acceptable and non-acceptable organicmatter for human consumption and so Falk (1991, pp .758-759) argues the term can beused to denote different material in different cultures. Des’ flippant use of the word“stuff” as opposed to acknowledgement of the introduced items as food points towardsa (sub)cultural dissimilarity with foodstuffs outside of those accepted within theconsumer community.

Such frivolous responses help to substantiate the existence of a set foodconsumption value system within the gaming subculture. This system appeals to whatThornton (1995) calls “subcultural capital” to describe the way in which identity andsocial distinction are formed within subcultures through the assessment of socialinteractions and symbolic goods against a set of group-specific values. Sean (aged 22,single) described the movement of food related values from the individual to matchthose of the group and his statement can provide evidence that reveals both socialorder and aesthetic socio-culturally shared beliefs:

Well normally I wouldn’t eat a bunch of chocolate bars on my own but when you get a groupof friends together, you don’t say let’s all go to the shop and we’ll get a bunch of apples andwe’ll have a big party with apples – it’s like what you just get used to. What you’re familiarwith having at the event. And yeah you’re familiar with having the junk food at a gamingevent. But like if someone brought in an apple into a gaming environment saying they usuallyhave apples while playing, that might assimilate in but personally I haven’t seen that.

The data reveal that food is a marker of inclusion within the gaming subculture andexpressive of internalised identities. Or as Mintz and Du Bois (2002), p. 2) puts it: “Thebehaviour relative to food repeatedly reveals the culture in which each of us is inserted”and your place in culture depends on your appropriate use of food.

On a practical level, gamers’ subcultural capital can be interpreted as normativeenforcement of behaviour. Gamers will consume foods in a social setting in ways theyordinarily would not because everyone else is behaving that way – it becomes the norm.

ImplicationsResearchers contend that culture has a substantial effect on consumer behaviour interms of influencing the effectiveness of advertising messages (Aaker andMaheswaran, 1997) and determining product and brand choices (Spiggle, 1986).Furthermore, subcultures can be considered as promising potential social units forsegmentation (Zaltman, 1965, Schouten and McAlexander, 1993) due to their relativehomogeneity of norms, values, and behaviours. Insights from this ethnography mayprovide some guidance into how food marketers and those concerned with improvingdietary behaviours may be able to effectively communicate with this postmodernconsumer group via techniques that illustrate how their offerings ormessages coordinate with the subculture’s activities. In particular, clear andsomewhat concerning patterns of food motives emerged throughout this study thatsuggest a blatant and dissident use of food within the subculture. Further to this use,food holds a central role within the community’s social conduct. The cultural meaningsattached to food in terms of “rebellion” and “hedonism” are counter to what could bedescribed as good dietary patterns and are reflected in the quantities (gorging) andqualities ( junk) of foodstuffs consumed. These worrying dietary patterns naturally

Fast food andfast games

735

Page 18: Fast_food

present significant challenges for public health groups. Furthermore, these challengestake on more significance when we reflect on Sanders’ (1985) argument regarding thepotential spill-over of subcultural values and norms into wider society. Should gorgingon excessive quantities of energy dense, nutrient poor foods become morecommonplace while sedentary behaviour like that of gaming rituals become morenormative for general social events; policy makers could face an increasing societalchallenge in addressing food-related health issues. With the intensification of theseproblems on a macro-level, pressures will certainly mount on food manufacturers andthe ingredients industry to isolate the damage of their products.

Notwithstanding the rejection of “traditional” healthier foods as “stuff”, the insightsoffered by this ethnographic engagement suggest that opportunities may exist for foodmanufacturers to provide healthier foods for consumers involved in the gamingsubculture. The development of healthier alternatives for gamers should offer “fuel forsuccess” in the form of convenience (fit seamlessly within the gaming activity),performance (mental functioning and dexterity) and offer some sensory pleasure (tomaintain the hedonic element of gameplay). Furthermore, in order to be successfulthese healthier alternatives need to expropriate certain symbols to appeal to thegustatory rebellion associated with the gaming subculture. The findings revealed thatgamers’ sense of self identity is played out through their food consumption tastes andthe rebellious stance this has against mainstream culture’s food norms. Theoppositional stance is solidified in Mark’s quote maintaining “We are gamers and don’tportray ourselves as foodies or vegans or whatever, we are who we are”. This kind ofidentity salience and its link to behavioural enactments creates a task for marketers tobe able to relate their healthy offerings to such nonchalant food consumers. Marketersneed to create a rebellious and irreverent tone around their products in order to appealto gamers’ self-identity.

Practitioners must also consider the need to load their marketing communicationswith relevant subcultural values. According to Escalas (1994), to target a particularsubculture, one must relate to its members through realistic cultural messages.Observations of the core gaming rituals within the subculture expound on sets ofactions practiced by members to follow cultural values and norms. It has beensuggested that practitioners might consider such values and norms appropriate to theirtarget market when marketing to specific consumer subcultures (Deeter-Schmelz andSojka, 2004). For example, because communitas and the subcultural capital of foodwere witnessed repeatedly throughout the ethnography – this translates clearly into avalue for a “sense of belonging” and therefore products advertised should emphasisegroup behaviour. The food product should be shown being consumed in a groupsetting. Furthermore, the normative politic surrounding the consumption of certainfoods during the ritual are of particular importance to marketers in showcasingbehavioural ideals in their advertisements. Informants argued that fellow gamers thatchose not to share in the rich foods present for a gaming event would find themselvesalienated. This suggests an instant normative pressure that can be leveraged inadvertisements.

Conclusions and limitationsWith a growing public interest in contemporary food consumption and anintensification of municipal health concerns regarding obesity in recent years, the

BFJ113,6

736

Page 19: Fast_food

videogame subculture’s affinities for junk foods has received its own spotlight in theattention of popular media. The present article has sought to explore, in terms ofconsumer behaviour, the various meanings attached to social food consumption withinthis community and how food plays a role in the reification of communal experienceand identity. In doing so the article has explored culturally constructed foodconsumption practices and symbolic meaning among gamers during core socialrituals. It is crucial to note that by taking a cultural standpoint in pursuing this initialinvestigation it was able to assist the authors in achieving a comprehensiveinterpretation of a consumer group that has not received much scholarly attention withregards to food consumption behaviour in the literature.

As the findings have shown, this article provides evidenced thick descriptions forthe food consumption complexity of the videogame subculture. Therefore, the researchquestions can be answered with reference to these descriptions. In relation to the firstquestion: what cultural functions do gamers associate with food, the interpretationsreveal that approved foodstuffs such as snack and junk foods represent ceremonial andsocial governance functions for gamers. In terms of a ceremonial function, thefoodstuffs act as artefacts, which offer a level of hedonism through taste and delight toa ritualistic community that is perceptibly pleasure-seeking – therefore the junk foodsserve an integral purpose in contributing to this space. Then pertaining to food servinga function as a social governance mechanism, we can return to the findings in relationto subcultural capital and Bourdieu’s (1984) concept of taste to argue food, like in anyculture, is a strong indicator of one’s place in that community. The norms and socialpolitic surrounding what type of foods to consume during a gaming event largelyaffect a consumer’s place in the subculture.

In relation to the second question: what are the current symbolic meanings gamersattach to food consumption, it can be argued that food values and habits function askey cultural expressions that are central to the processes by which gamers establish,maintain, and reinforce their subcultural and individual identities (Reilly andWallendorf, 1987; Penaloza, 1994). Junk foods offer rebellion and fun, which areattributes that gamers want to be associated with. What is then witnessed when thesefood consumers perform their food related rituals and practices is “the emergence of ashared and tribal happiness” (Maffesoli, 1996) whereby they experience the pleasureand consciousness of kind of consuming together.

Since this article is based on purely interpretive work, it acknowledges all thelimitations attached to this particular approach. It does not seek to offer any firmconclusions but simply interpretations in line with the postmodern enquiry. While thesample size for this exploratory investigation was quite small, the focus was on depthrather than breadth in data collection. The interpretations generated by this researchcould form the basis of hypotheses, which can be tested in future studies of the gamingsubculture’s food behaviour. Furthermore, in keeping with many postmodern enquiries(Schouten and McAlexander, 1995; Goulding and Saren, 2007; Miklas and Arnould,1999; Goulding et al., 2002; Kates, 2002; Belk and Costa, 1998; Kozinets, 1997, 2001), thisresearch fixated on one consumer group and explored their behaviours on their owngrounds. Thus, comparisons with other consumer communities were not undertaken.In further studies a comparative approach may provide additional insights into theuniqueness or otherwise of the observations made here.

Fast food andfast games

737

Page 20: Fast_food

Other limitations include the fact that secondary and tertiary stages of theethnography (interviews and participant observation) were conducted exclusively inIreland, a country which in general has been found to comprise of a significant numberof hedonistic food consumers who are particularly uninterested in the quality aspectsof health and freshness of foods. Gamers living in other geographic areas may exhibitdifferent consumption behaviour in their social contexts. Additional research is neededto determine if gamers’ food consumption complexity transcends national boundariesand, if so, how is it affected by different core cultural food values and norms.

References

Aaker, J. and Maheswaran, D. (1997), “The effect of cultural orientation on persuasion”, Journalof Consumer Research, Vol. 24, pp. 315-28.

Acland, C. (2003), Screen Traffic: Movies, Multiplexes and Global Culture, Duke University Press,Durham, NC.

Adair, G. (1986), Myths and Memories, Fontana, London.

Anigbo, O.A. (1987), Commensality and Human Relationship among the Igbo, University NigeriaPress, Nsukka.

Arnould, E. (1998), “Daring consumer-orientated ethnography”, in Stern, B. (Ed.), RepresentingConsumers: Voices, Views and Visions, Routledge, London.

Arnould, E.J. and Price, L.L. (1993), “River magic: extraordinary experience and the serviceencounter”, Journal of Consumer Research, Vol. 20, pp. 24-46.

Arnould, E. and Wallendorf, M. (1994), “Marketing orientated ethnography: interpretationbuilding and marketing strategy formulation”, Journal of Marketing Research, Vol. 31,November, pp. 484-504.

Askegaard, S. and Madsen, T.K. (1995), “European food cultures: an exploratory analysis offood-related preferences and behaviour in European regions”, MAPP Working Paper 26,Aarhus School of Business, Aarhus.

Asp, E.H. (1999), “Factors affecting food decisions made by individual consumers”, Food Policy,Vol. 24 Nos 2-3, pp. 287-94.

Axelson, M.I. (1986), “The impact of culture on food-related behavior”, Annual Review ofNutrition, Vol. 6, pp. 345-63.

Barthes, R. (1980), Mythologies, Paladin, London.

Beardsworth, A. and Keil, T. (1997), Sociology on the Menu: An Invitation to the Study of Foodand Society, Routledge, New York, NY.

Belk, R.W. (1988), “Possessions and the extended self”, Journal of Consumer Research, Vol. 15No. 2, pp. 139-68.

Belk, R.W. and Costa, J.A. (1998), “The mountain myth: a contemporary consuming fantasy”,Journal of Consumer Research, Vol. 25, pp. 218-40.

Bourdieu, P. (1984), Distinction: A Social Critique of the Judgement of Taste, Harvard UniversityPress, Cambridge, MA.

Brown, B. and Bell, M. (2004), “CSCW at play: ‘there’ as a collaborative virtual environment”,Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work,ACM Press, New York, NY, pp. 350-359.

Brown, S. (1995), Postmodern Marketing, Routledge, London.

Cheal, D. (1988), The Gift Economy, Routledge, London.

BFJ113,6

738

Page 21: Fast_food

Chitakunye, D.P. and Maclaran, P. (2008), “The everyday practices surrounding young people’sfood consumption”, Young Consumers, Vol. 9 No. 3, pp. 215-27.

Cova, B. (1997), “Community and consumption: towards a definition of the linking value ofproducts or services”, European Journal of Marketing, Vol. 31 Nos 3/4, pp. 297-316.

Cova, C. and Cova, B. (2001), “Tribal aspects of postmodern consumption research: the case ofFrench in-line roller skaters”, Journal of Consumer Behaviour, Vol. 1 No. 1, pp. 67-76.

Deeter-Schmelz, D.R. and Sojka, J.Z. (2004), “Wrestling with American values: an exploratoryinvestigation of world wrestling entertainment as a product-based subculture”, Journal ofConsumer Behaviour, Vol. 4 No. 2, pp. 132-43.

Elliott, R. and Jankel-Elliott, N. (2003), “Using ethnography in strategic consumer research”,Qualitative Market Research, Vol. 6 No. 4, pp. 215-23.

Erlandson, D.A., Harris, E., Skipper, L. and Allen, S. (1993), Doing Naturalistic Inquiry: A Guideto Methods, Sage, Newbury Park, CA.

Escalas, J.E. (1994), “African American vernacular English in advertising: a sociolinguisticstudy”, in Allen, C.T. and Roedder, D. (Eds), Advances in Consumer Research, Vol. 21,Association for Consumer Research, Provo, UT, pp. 304-9.

Falk, P. (1991), “Homo culinarius: towards a historical anthropology of taste”, Social ScienceInformation, Vol. 30 No. 4, pp. 757-90.

Fetterman, D.M. (1998), Ethnography: Step by Step, Sage, Thousand Oaks, CA.

Feunekes, G.I., de Graaf, C. and van Staveren, W.A. (1995), “Social facilitation of food intake ismediated by meal duration”, Physiology & Behavior, Vol. 58 No. 3, pp. 551-8.

Fieldhouse, P. (1986), Food and Nutrition: Customs and Culture, Nelson Thornes, Cheltenham.

Firat, A.F. and Shultz, C.J. (1997), “From segmentation to fragmentation: markets and marketingstrategy in the postmodern era”, European Journal of Marketing, Vol. 31 Nos 3/4,pp. 183-207.

Firat, A.F. and Venkatesh, A. (1995), “Liberatory postmodernism and the re-enchantment ofconsumption”, Journal of Consumer Research, Vol. 22 No. 3, pp. 239-67.

Fournier, S. (1998), “Consumers and their brands: developing relationship theory in consumerresearch”, Journal of Consumer Research, Vol. 24, pp. 343-73.

Freud, S. (1960), in Strachey, J. (Transl.) (Ed.), Jokes and Their Relation to the Unconscious,Norton, New York, NY (originally published in 1905).

Frith, S. (1996), Performing Rites, Oxford University Press, Oxford.

Furst, C., Bisogni, S. and Falk, W. (1996), “Food choice: a conceptual model of the process”,Appetite, Vol. 26, pp. 247-66.

Gainer, B. and Fischer, E. (1991), “To buy or not to buy? That is not the question: female ritual inhome shopping parties”, in Holman, R. and Solomon, M. (Eds), Advances in ConsumerResearch, Vol. 18, Association for Consumer Research, Provo, UT, pp. 597-602.

Geertz, C. (1973), The Interpretation of Cultures, Basic Books, New York, NY.

Geertz, C. (1983), Local Knowledge: Further Essays in Interpretive Anthropology, Basic Books,New York, NY.

Gentile, D.A. and Anderson, C.A. (2003), “Violent video games: the newest media violencehazard”, in Gentile, D.A. (Ed.), Media Violence and Children: A Complete Guide for Parentsand Professionals, Praeger, Westport, CT, pp. 131-52.

Goody, J. (1982), Cooking, Cuisine and Class: A Study in Comparative Sociology, CambridgeUniversity Press, Cambridge.

Fast food andfast games

739

Page 22: Fast_food

Goulding, C. (2005), “Grounded theory, ethnography and phenomenology: a comparativeanalysis of three qualitative strategies for marketing research”, European Journal ofMarketing, Vol. 39 Nos 3/4, pp. 294-308.

Goulding, C. and Saren, M. (2007), “‘Gothic’ entrepreneurs: a study of the subculturalcommodification process”, in Cova, B., Kozinets, R.V. and Shanker, A. (Eds), ConsumerTribes, Elsevier, Oxford, pp. 227-42.

Goulding, C., Shankar, A. and Elliott, R. (2002), “Working weeks, rave weekends: identityfragmentation and the emergence of new communities”, Consumption, Markets andCulture, Vol. 5 No. 4, pp. 261-84.

Griffiths, M.D. and Hunt, N. (1995), “Computer game playing in adolescence: prevalence anddemographic indicators”, Journal of Community and Applied Social Psychology, Vol. 189, p. 193.

Hammersley, M. and Atkinson, P. (1995), Ethnography Principles in Practice, Routledge, London.

Hebdige, D. (1979), Subculture: The Meaning of Style, Methuen, London.

Hofstede, G. (1980), Culture’s Consequences: International Differences in Work-Related Values,Sage Publications, Beverly Hills, CA.

Holt, D.B. (1995), “How consumers consume: a typology of consumption practices”, Journal ofConsumer Research, Vol. 22, pp. 1-16.

IGN Entertainment and Ipsos MediaCT (2008), Are You Game?, Imagine Games Network, NewYork, NY.

Jamal, A. (1996), “Acculturation: the symbolism of ethnic eating among contemporary Britishconsumers”, British Food Journal, Vol. 98 No. 10, pp. 14-28.

Jamal, A. (1998), “Food consumption among ethnic minorities: the case of British-Pakistanis inBradford, UK”, British Food Journal, Vol. 100 No. 5, pp. 221-8.

Kates, S.M. (2002), “The Protean quality of subcultural consumption: an ethnographic account ofgay consumers”, Journal of Consumer Research, Vol. 29, December, pp. 383-99.

Kellner, D. (1995), Media Culture, Routledge, New York, NY.

Khan, U., Dhar, R. and Wertenbroch, K. (2005), “A behavioral decision theory perspective on hedonicand utilitarian choice”, in Ratneshwar, S. and Glen Mich, D. (Eds), Consumption: Frontiers ofResearch on Consumer Motives, Goals, and Desires, Routledge, London, pp. 144-65.

Kniazeva, M. and Venkatesh, A. (2007), “Food for thought: a study of food consumption inpostmodern US culture”, Journal of Consumer Behaviour, Vol. 6 No. 6, pp. 419-35.

Kozinets, R.V. (1997), “‘I want to believe’: a netnography of the X-Philes subculture ofconsumption”, in Brucks, M. and MacInnis, D. (Eds), Advances in Consumer Research,Vol. 24, Association for Consumer Research, Provo, UT, pp. 470-5.

Kozinets, R.V. (2001), “Utopian enterprise: articulating the meaning of Star Trek’s culture ofconsumption”, Journal of Consumer Research, Vol. 28, pp. 67-89.

Kozinets, R.V. (2002), “Can consumers escape the market? Emancipatory illuminations fromburning man”, Journal of Consumer Research, Vol. 29, pp. 20-38.

Kozinets, R.V., Sherry, J.F., Storm, D., Duhachek, A., Nuttavuthisit, K. and Spence, B. (2004),“Ludic agency and retail spectacle”, Journal of Consumer Research, Vol. 31, pp. 658-72.

Lappalainen, R., Kearney, J. and Gibney, M. (1998), “A Pan EU survey of consumer attitudes tofood, nutrition and health: an overview”, Food Quality & Preference, Vol. 9 No. 6, pp. 467-78.

Levy, S.J. (1981), “Interpreting consumer mythology: a structural approach to consumerbehaviour”, Journal of Marketing, Vol. 45, pp. 49-61.

Lofland, J. and Lofland, L. (1995), Analyzing Social Settings: A Guide to Qualitative Observationand Analysis, Wadsworth, Belmont, CA.

BFJ113,6

740

Page 23: Fast_food

Loftus, G.R. and Loftus, E.F. (1983), Mind at Play: The Psychology of Video Games, Basic Books,New York, NY.

Lupton, D. (1996), Food, the Body and the Self, Sage Publications, London.

Lyons, J. (2004), “What about the popcorn? Food and the film-watching experience”, in Bower, A.(Ed.), Reel Food: Essays on Food and Film, Routledge, New York, NY, pp. 311-35.

Maclaran, P. and Catterall, M. (2002), “Researching the social web: marketing information fromvirtual communities”, Marketing Intelligence & Planning, Vol. 20 No. 6, pp. 319-26.

Maffesoli, M. (1996), The Time of the Tribes, Sage, Thousand Oaks, CA.

Mason, J. (2002), Qualitative Researching, Sage Publications, London.

Mayra, F. (2008), An Introduction to Game Studies, Sage Publications, London.

Mennell, S., Murcott, A. and van Otterloo, A. (1992), The Sociology of Food: Eating, Diet andCulture, Sage Publications, London.

Mick, D. and Buhl, C. (1992), “A meaning-based model of advertising experiences”, Journal ofConsumer Research, Vol. 19, pp. 317-38.

Miklas, S. and Arnould, S.J. (1999), “The extraordinary self: Gothic culture and the constructionof the self”, Journal of Marketing Management, Vol. 15, pp. 563-76.

Miller, W.L. and Crabtree, B.F. (1999), “Clinical research: a multimethods and qualitativeroad-map”, in Crabtree, B.F. and Miller, W.L. (Eds), Doing Qualitative Research, 2nd ed.,Sage, Thousand Oaks, CA.

Mintz, S.W. and Du Bois, C.M. (2002), “The anthropology of food and eating”, Annual Review ofAnthropology, Vol. 31, pp. 99-119.

Morris, S. (2002), “First-person shooters – a game apparatus”, in King, G. and Kryzwinska, T.(Eds), ScreenPlay: Cinema/Videogames/Interfaces, Wallflower Press, London, pp. 81-97.

Murcott, A. (1989), “Sociological and social anthropological approaches to food and eating”,World Review of Nutrition and Dietetics, Vol. 55, pp. 1-40.

Newman, J. (2004), Videogames, Routledge, New York, NY.

Nielsen, N.A., Bech-Larsen, T. and Grunert, K.G. (1998), “Consumer purchase motives andproduct perceptions: a laddering study on vegetable oil in three countries”, Food Qualityand Preference, Vol. 9, pp. 455-66.

Pellegini, G. and Farinello, F. (2009), “Organic consumers and new lifestyles: an Italian countrysurvey on consumption patterns”, British Food Journal, Vol. 111 No. 9, pp. 948-74.

Penaloza, L. (1994), “Atravesando fronteras/border crossings: a critical ethnographic explorationof the consumer acculturation of Mexican immigrants”, Journal of Consumer Research,Vol. 21, June, pp. 32-54.

Reilly, M.D. and Wallendorf, M. (1987), “A comparison of group differences in food consumptionusing household refuse”, Journal of Consumer Research, Vol. 14, pp. 289-94.

Riley, M. (1994), “Marketing eating out: the influence of social culture and innovation”, BritishFood Journal, Vol. 96 No. 10, pp. 15-18.

Robinson, T.N. (1999), “Reducing children’s television viewing to prevent obesity: a randomizedcontrolled trial”, Journal of the American Medical Association, Vol. 282 No. 16, pp. 1561-7.

Robinson, T.N. (2001), “Television viewing and childhood obesity”, Pediatric Clinics of NorthAmerica, Vol. 48 No. 4, pp. 1017-25.

Rook, D.W. (1985), “The ritual dimension of consumer behavior”, Journal of Consumer Research,Vol. 12, December, pp. 251-64.

Rozin, P. (1996), “The socio-cultural context of eating and food choice”, in Meiselman, H. andMacFie, H.J.H. (Eds), Food Choice, Acceptance and Consumption, Blackie, London, pp. 83-104.

Fast food andfast games

741

Page 24: Fast_food

Rozin, P. (2005), “The meaning of food in our lives: a cross-cultural perspective on eating andwellbeing”, Journal of Nutrition Education and Behaviour, Vol. 37, pp. 107-12.

Sanders, C. (1985), “Tattoo consumption”, Advances in Consumer Research, Vol. 11, pp. 17-22.

Schouten, J.W. and McAlexander, J.H. (1993), “Market impact of a consumption subculture:the Harley-Davidson mystique”, in Van Raaij, W.F. and Bamossy, G.J. (Eds), EuropeanAdvances in Consumer Research, Vol. 1, Association for Consumer Research, Provo, UT,pp. 389-93.

Schouten, J.W. and McAlexander, J.H. (1995), “Subcultures of consumption: an ethnography ofthe new bikers”, Journal of Consumer Research, Vol. 22, pp. 43-61.

Sellers, J. (2001), Arcade Fever: The Fans Guide to the Golden Age of Video Games, RunningPress, Philadelphia, PA.

Shepherd, R. (1989), “Factors influencing food preferences and choice”, in Shepherd, R. (Ed.),Handbook of the Psychophysiology of Human Eating, Wiley, Chichester, pp. 3-24.

Sherry, J.F. Jr (1995), Contemporary Marketing and Consumer Behavior: An AnthropologicalSourcebook, Sage, Thousand Oaks, CA.

Simmel, G. (1961), “The sociology of sociability”, in Parsons, T., Shils, E., Naegele, K.D. and Pitts, J.R.(Eds), Theories of Society: Foundations of Modern Sociological Theory, Free Press, New York,NY, pp. 157-63.

Spiggle, S. (1986), “Measuring social values: a content analysis of Sunday comics andunderground comics”, Journal of Consumer Research, Vol. 13, pp. 100-13.

Spiggle, S. (1994), “Analysis & interpretation of qualitative data”, Journal of Consumer Research,Vol. 21, pp. 491-503.

Squires, L., Juric, B. and Cornwall, T.B. (2001), “Level of market development and intensity oforganic food consumption: cross-cultural study of Danish and New Zealand consumers”,The Journal of Consumer Marketing, Vol. 18 Nos 4/5.

Stewart, A. (1998), The Ethnographer’s Method, Sage, Newbury Park, CA.

Symons, M. (1994), “Simmel’s gastronomic sociology: an overlooked essay”, Food and Foodways,Vol. 5 No. 4, pp. 333-51.

Taylor, T.L. (2006), Play Between Worlds, MIT Press, Cambridge, MA.

Thompson, C.J. (1996), “Caring consumers: gendered consumption meanings and the jugglinglifestyle”, Journal of Consumer Research, Vol. 22, pp. 388-407.

Thompson, C.J. and Arsel, Z. (2004), “The Starbucks brandscape and consumers’ (anticorporate)experiences of glocalization”, Journal of Consumer Research, Vol. 31, pp. 631-42.

Thompson, C.J. and Troester, M. (2002), “Consumer values systems in the age of postmodernfragmentation: the case of natural health microculture”, Journal of Consumer Research,Vol. 28, pp. 550-71.

Thornton, S. (1995), Club Cultures: Music, Media, and Subcultural Capital, Polity Press,Cambridge, MA.

Tomlinson, M. (1994), “Do distinct class preferences for foods exist?”, British Food Journal,Vol. 96 No. 7, pp. 11-17.

Trankell, I.B. (1995), Cooking, Care and Domestication: A Culinary Ethnography of the Tai Yong,Northern Thailand, Uppsala University Press, Uppsala.

Turkle, S. (1984), The Second Self: Computers and the Human Spirit, Granada, London.

Vandewater, E., Shim, M. and Caplovitz, A. (2003), “Linking obesity and activity level withchildren’s television and video game use”, Journal of Adolescence, Vol. 27 No. 1, pp. 71-85.

BFJ113,6

742

Page 25: Fast_food

Vannini, P. (2008), “Snacking as ritual: eating behaviour in public places”, in Rubin, L.C. (Ed.),Food for Thought: Essays on Eating and Culture, McFarland, Quewhiffle, NC, pp. 237-47.

Veeck, A. and Veeck, G. (2000), “Consumer segmentation and changing food purchase patterns inNanjing, PRC”, World Development, Vol. 28 No. 3, pp. 457-71.

Venkatesh, A. (1995), “Ethnoconsumerism: a new paradigm to study cultural and cross-culturalconsumer behaviour”, in Costa, J.A. and Bamossy, G.J. (Eds), Marketing in a MulticulturalWorld, Sage Publications, London, pp. 26-67.

Verbeke, W. and Lopez, G.P. (2005), “Ethnic food attitudes and behaviour among Belgians andHispanics living in Belgium”, British Food Journal, Vol. 107 Nos 10/11, pp. 823-41.

Vialles, N. (1994), Animal to Edible, Cambridge University Press, Cambridge.

Wallendorf, M. and Arnould, E.J. (1991), “We gather together: consumption rituals ofThanksgiving Day”, Journal of Consumer Research, Vol. 18 No. 1, pp. 13-32.

Warde, A. (1997), Consumption, Food and Taste: Culinary Antinomies and Commodity Culture,Sage, London.

Willis, P. (1978), Profane Culture, Routledge & Kegan Paul, London.

Wright, L.T., Nancarrow, C. and Kwok, P.M.H. (2001), “Food taste preferences and culturalinfluences on consumption”, British Food Journal, Vol. 103 No. 5, pp. 348-57.

Wycherley, A., McCarthy, M. and Cowan, C. (2008), “Speciality food orientation of food-relatedlifestyle (FRL) segments in Great Britain”, Food Quality and Preference, Vol. 19 No. 5,pp. 498-510.

Yee, N. (2006), “The labor of fun: how video games blur the boundaries of work and play”, Gamesand Culture, Vol. 1, pp. 68-71.

Zaltman, G. (1965), Marketing: Contributions from the Behavioral Sciences, Harcourt, Brace &World, New York, NY.

Further reading

Beard, F.K. (2007), Humor in the Advertising Business: Theory, Practice, and Wit, Rowman &Littlefield, Lanham, MD.

Green, L. and Guinery, B. (n.d.), “Play up! Play up! And play the game!” Edith Cowan University,Perth, available at: www.unaustralia.com/electronicpdf/Ungreen&guinery.pdf (accessed3 March 2009).

Mela, D.J. (1999), “Food choice: the human factor”, Proceedings of the Nutrition Society, Vol. 58,pp. 513-21.

Mintz, S.W. (1996), Tasting Food, Tasting Freedom: Excursions into Eating, Culture and the Past,Beacon Press, Boston, MA.

About the authorsJames Cronin is a PhD fellow in the Department of Food Business & Development, UniversityCollege Cork, Ireland.

Mary McCarthy is a Senior Lecturer in Food Marketing in the Department of Food Business& Development, University College Cork, Ireland. Mary McCarthy is the corresponding authorand can be contacted at: [email protected]

Fast food andfast games

743

To purchase reprints of this article please e-mail: [email protected] visit our web site for further details: www.emeraldinsight.com/reprints