{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,13]],"date-time":"2026-02-13T19:54:04Z","timestamp":1771012444127,"version":"3.50.1"},"reference-count":29,"publisher":"SAGE Publications","issue":"1","license":[{"start":{"date-parts":[[2016,7,28]],"date-time":"2016-07-28T00:00:00Z","timestamp":1469664000000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["New Media &amp; Society"],"published-print":{"date-parts":[[2018,1]]},"abstract":"<jats:p> Games such as FarmVille and other casuals played on social networks and mobile devices have recently become increasingly popular. Research on Social Networking Games (SNGs) often focuses on the \u201csocial\u201d aspects\u2014how this newer style of games engenders social relationships from disparate locations. This essay examines the genre of gaming in terms of their industry category, \u201cInvest\/Express Games.\u201d Using the Invest\/Express label as a means of rethinking the role of interstitial time, this essay proposes that the gaming style taps in to what can be understood as \u201cfeminine leisure style.\u201d In many ways, the significance of Invest\/Express embodies a shift toward a feminization of popular video games. <\/jats:p>","DOI":"10.1177\/1461444816660729","type":"journal-article","created":{"date-parts":[[2016,7,29]],"date-time":"2016-07-29T01:58:21Z","timestamp":1469757501000},"page":"105-121","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":22,"title":["A time for play: Interstitial time, Invest\/Express games, and feminine leisure style"],"prefix":"10.1177","volume":"20","author":[{"given":"Shira","family":"Chess","sequence":"first","affiliation":[{"name":"The University of Georgia, USA"}]}],"member":"179","published-online":{"date-parts":[[2016,7,28]]},"reference":[{"key":"bibr1-1461444816660729","volume-title":"Gender and Leisure: Social and Cultural Perspectives","author":"Aitchison CC","year":"2003"},{"key":"bibr2-1461444816660729","doi-asserted-by":"publisher","DOI":"10.1080\/1369118X.2014.882964"},{"key":"bibr3-1461444816660729","volume-title":"Man Cannot Speak for Her","author":"Campbell KK","year":"1989"},{"key":"bibr4-1461444816660729","doi-asserted-by":"publisher","DOI":"10.7551\/mitpress\/3125.003.0005"},{"key":"bibr5-1461444816660729","doi-asserted-by":"publisher","DOI":"10.1080\/15295036.2010.515234"},{"key":"bibr6-1461444816660729","doi-asserted-by":"publisher","DOI":"10.1080\/14680777.2011.558350"},{"key":"bibr7-1461444816660729","doi-asserted-by":"crossref","first-page":"50","DOI":"10.1145\/1536513.1536531","volume":"2009","author":"Consalvo M","year":"2009","journal-title":"Foundations of Digital Games ACM"},{"key":"bibr8-1461444816660729","volume-title":"All Work and No Play? A Study of Women and Leisure","author":"Deem R","year":"1986"},{"key":"bibr9-1461444816660729","first-page":"15","volume-title":"Social, Casual, and Mobile Games: The Changing Gaming Landscape","author":"Eklund L","year":"2016"},{"key":"bibr10-1461444816660729","unstructured":"Fron J, Fullerton T, Morie JF, et al. (2007) The hegemony of play. In: Situated play conference proceedings. Available at: http:\/\/ict.usc.edu\/pubs\/The%20Hegemony%20of%20Play.pdf"},{"key":"bibr11-1461444816660729","unstructured":"Frum L (2013) Nearly half of all video-gamers are women. CNN. Available at: http:\/\/www.cnn.com\/2013\/08\/08\/tech\/gaming-gadgets\/female-gamers\/"},{"key":"bibr12-1461444816660729","unstructured":"Good O (2013) Who are the \u201cWhales\u201d driving free-to-play gaming? You\u2019d be surprised. Kotaku. 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