With their significant impact upon economic, social and political spheres,
videogames are a crucial site of sociological research. The spaces in which
videogames are played are often referred to by generic terms which does not
adequately incorporate or convey the experiences of those who use
technologies as a means of communication, work and play.
Placing Lefebvre's The Production of Space (1991/1974) as its cornerstone,
this thesis examines how Lefebvre's conceptual typology of space can be
used as a tool of analysis, arguing that the experiences of postindustrial
society is [sic] concurrent to experiences of space transient and in flux. [Continues.]
A Doctoral Thesis. Submitted in partial fulfilment of the requirements for the award of Doctor of Philosophy at Loughborough University.