{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:30:39Z","timestamp":1777645839599,"version":"3.51.4"},"reference-count":67,"publisher":"SAGE Publications","issue":"6","license":[{"start":{"date-parts":[[2019,5,27]],"date-time":"2019-05-27T00:00:00Z","timestamp":1558915200000},"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":["Games and Culture"],"published-print":{"date-parts":[[2020,9]]},"abstract":"<jats:p>This essay develops the concept of \u201cquantified play\u201d to describe and analyze the recent practice of self-tracking in the play of videogames. I argue that statistical, self-tracking utilities in videogames shape how gameplay \u201cappears\u201d and how it is experienced and valued by users. I proceed by situating contemporary self-tracking in games as part of a broader history of play as \u201cquantified.\u201d From there, drawing on interdisciplinary studies of self-tracking, as well as Bernard Stiegler\u2019s postphenomenological analyses of technology, I characterize quantified play in three main ways. First, it is voluntary and occupied with self-knowledge. Second, it is used in mundane or everyday contexts. Third, it relates to the habitual faculty of users. The remainder of the essay illustrates the concept of quantified play through two examples of tracking hardware and software\u2014showing how numerical or statistical apprehensions of player activity (and visualizations thereof) shape how we negotiate videogames.<\/jats:p>","DOI":"10.1177\/1555412019845983","type":"journal-article","created":{"date-parts":[[2019,5,28]],"date-time":"2019-05-28T00:08:25Z","timestamp":1559002105000},"page":"707-729","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":11,"title":["Quantified Play: Self-Tracking in Videogames"],"prefix":"10.1177","volume":"15","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-7878-7208","authenticated-orcid":false,"given":"Ben","family":"Egliston","sequence":"first","affiliation":[{"name":"Department of Media and Communications, University of Sydney, Sydney, New South Wales, Australia"}]}],"member":"179","published-online":{"date-parts":[[2019,5,27]]},"reference":[{"key":"bibr1-1555412019845983","unstructured":"AdmiralBulldog. 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