Please use this identifier to cite or link to this item: https://hdl.handle.net/2440/47365
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dc.contributor.authorCover, R.-
dc.date.issued2004-
dc.identifier.citationMedia International Australia Incorporating Culture and Policy: quarterly journal of media research and resources, 2004; 113:110-123-
dc.identifier.issn1329-878X-
dc.identifier.urihttp://hdl.handle.net/2440/47365-
dc.description.abstractThis paper examines the ways in which a concept of 'digital addiction' is produced in academic discourse, news media and contemporary popular culture. Digital addiction is used here as a collective term for the phenomena of internet/online addiction and addiction to electronic games. By showing how these are produced individually and together in the popular imaginary, the paper explores several of the ways in which the digital is likened to chemical, illicit or hallucinogenic drugs. It is shown that this association is made through normative discourses which work through a reductive and over-simplified representation of a real/virtual dichotomy that favours the real as physical and local over the virtual, which is represented as dangerous, false and addictive.-
dc.language.isoen-
dc.publisherUniv Queensland Press-
dc.titleDigital Addiction: The Cultural Production of Online and Video Game Junkies-
dc.typeJournal article-
pubs.publication-statusPublished-
Appears in Collections:Aurora harvest
Media Studies publications

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