My profile

Biography

Dr. Tom Brock is a Senior Lecturer in Sociology at Manchester Met where he researches digital games and consumer behaviour. He has published widely on this topic in journals including The Sociological Review, Journal for the Theory of Social Behaviour, Information, Communication and Society, Games and Culture, and the Journal of Critical Realism. Tom is the Reviews Editor of the Journal of Consumer Culture and sits on the editorial boards of the Journal of Gaming and Virtual Worlds, Critical Gambling Studies, International Journal of Esports, and the Journal of Electronic Gaming and Esports. Tom has worked as an Expert Reviewer for the ESRC, EU Commission and other European grant agencies and has expertise external examining undergraduate and postgraduate degree programmes and MA/MSc/PhD students nationally and overseas. Tom is currently working on two books with Routledge - Consuming Video Games: Understanding Video Game Consumption and Cultures and The Routledge Handbook of Esports. Tom is currently the President of the British Digital Games Research Association. 

Tom’s research features widely in the press and online media, including in Wired Magazine, BBC World News, BBC Radio 4, and The Conversation.

As well as research, Tom is passionate about teaching, particularly about social theory and digital games. He is the author of a forthcoming textbook ‘Welcome to Social Theory’ (Sage, 2023) which teaches complex and challenging theoretical ideas in an engaging and clear way. On his courses, Tom deploys innovative ways to teach ‘hard-to-learn/teach’ subject areas drawing, in particular, on ideas from playful learning to lead in the development of a rewarding student experience. Examples including the use of LEGO Serious Play® to support students in maximising their critical thinking. Other examples include the use of HTC Virtual Reality headsets and Ketso Kits to create enjoyable and engaging learning environments. Tom’s expertise in this area has been recognised across Manchester Met, notably through awards, nominations and student endorsements of his teaching.

Tom teaches ‘Social Theory’ and ‘Digital Society’ to level 4 students on the BA Sociology and Criminology Programme. He also teaches ‘Principles and Debates in Social Research’ on the White Rose DTC MA Social Research and MSc Digital Society Programmes. Tom is the Programme Leader of the MSc Digital Society, which specialises in teaching students key digital skills and methods to research digital cultures. 

Academic and professional qualifications

  • Fellow of the Higher Education Academy 2014.
  • University of Durham, PhD Sociology (+3 ESRC funded) 2008-2011.
  • University of Durham, MA Social Research Methods (Sociology) (ESRC recognised) 2007-2008.
  • University of Durham BA Combined Honours in social Sciences (Psychology and Sociology) 2004-2007.

Other academic service (administration and management)

  • Co-Director of the Digital Society Research Group. 
  • Programme Leader for the MSc Digital Society. 
  • Research Centre of Applied Social Sciences Leadership Team/ECR Representative. 
  • Executive Board Member of the Digital Games Research Association.

External examiner/advisor roles

  • Sheffield Hallam University (BA Sociology Programme).
  • Winchester University (BA Sociology Programme).
  • Plymouth University (MSc Digital Culture and Society).

Interests and expertise

Tom is a sociologist specialising indigital games consumption. He is recognised internationally for his theoretical and empirical contributions to digital games research, particularly around esports, digital game gambling and the experience of digital play. His research typically explores how consumers experience digital and virtual environments and how these experiences motivate consumer behaviour. It also explores how consumer behaviour informs the development of digital platforms and how these platforms shape future economies through new modes of production and consumption. To account for the complexity of these issues, Tom adopts various methods in his research, including ethnography and participant observation, interviews, discourse analysis, app walkthroughs, case studies and quantitative data analysis.

Teaching

Tom is passionate about teaching about social theory, digital games, play and cultures. He is the author of a forthcoming textbook ‘Welcome to Social Theory’ (Sage, 2023) which teaches complex and challenges theoretical ideas in an engaging and clear way. On his courses, Tom deploys innovative ways to teach ‘hard-to-learn/teach’ subject areas drawing, in particular, on ideas from playful learning to lead in the development of a rewarding student experience. Examples including the use of LEGO Serious Play® to support students in maximising their critical thinking. Other examples include the use of HTC Virtual Reality headsets and Ketso Kits to create enjoyable and engaging learning environments. Tom’s expertise in this area has been recognised across the University, notably through awards, nominations and student endorsements of his teaching.

Sociology

BA (Hons) Sociology offers exciting opportunities for you to study the cutting-edge discipline of sociology in the vibrant city of Manchester. It is aimed at students who want to understand and analys…

Criminology and Sociology

BA (Hons) Criminology and Sociology offers the exciting opportunity to combine the study of two cutting-edge disciplines in the vibrant city of Manchester.
The course is aimed at students who are int…

Digital Society

On this course you will study theoretical approaches to living in a digital society, coupled with an advanced understanding of social science research, and will have the option to specialise in either…

Supervision

PhD Students

  • Joe Macleod-Iredale (Games Design and Education)
  • Gemma Potter (Digital Games and Craft)
  • Nick Sykas (Digital Technology and Sport)
  • Richard Remelie (Social Theory and Education)
  • Gail Mann (Social Theory and Care)

Research outputs

A key area of research interest of Tom’s is how players experience digital gameplay. In particular, he has written about the experiences of ‘craft’ within gameplay, in articles such as ‘Is Gaming a Craft: Prehension, Practice and Puzzle-Solving in Gaming Labour’ (published in Information, Communication and Society) and ‘Videogaming as Craft Consumption’ (published in the Journal of Consumer Culture). Both of these papers deploy a phenomenological approach to understanding the experience of gameplay and, in particular, how games generate craft-like experiences that deliver rewarding mental and physical challenges. From here, Tom (and co-authors) argue that the experimental nature of gameplay is what motivates game consumption and that the game consumer is someone who often likes to initiate experiences of skilled labour and creative self-expression through gameplay. More recently, Tom has published work that reviews major phenomenological approaches to studying games research, identifying the similarities and differences in their theoretical and methodological approaches. 

Tom has also written critically about competitive gaming and the ‘darker’ side of play in three peer-reviewed journals. The first article: ‘Roger Caillois and Esports: On the Problems of Treating Play as Work’ (published in Games and Culture). The articles present a critical account of the impact that electronic sports has on human psychology. It argues that the pressures and demands of professional computer gaming orientate human cognition towards instrumental thinking, which in turn, feeds the exploitative ‘dog-eat-dog’ world of esports. The article presents a number of case studies to show how treating play like work ‘corrupts’ the values that players attach to games plausibly leading to a) unhealthy behaviour in the form of obsession and/or b) risky, illegal behaviour, in the form of match-fixing. In the case of the latter, it is suggested that cheating can be considered as ‘survival strategy’ within such a highly competitive working environment.

The second article: ‘Videogame Consumption: The Apophatic Dimension’ (published in the Journal of Consumer Culture). It considers how people derive satisfaction and motivation from the more negative aspects of video gameplay, particularly failure and loss. It argues that overcoming challenges in games is deeply rewarding, and may even help people deal with personal psychological issues, like anxiety or OCD. The article then extends this discussion to consider how typically problematic aspects of online gaming, e.g., ‘trolling’, can be rewarding through the creation of moments of cathartic laughter, which serve an important sociological purpose: to create and maintain social relationships.

More recently, Tom has published research on the role of metrics in competitive gaming in the article ‘Counting Clicks: Esports, Neoliberalism and the Affective Power of Gameplay Metrics’ (published in an edited collection on Global Esports). This chapter argues that the gameplay metrics used to measure player performances in videogames enable the competitive logic of capitalism, and a neoliberal subjectivity, to circulate through esports cultures. Drawing on a case study of the esport Defense of the Ancients 2 (Dota 2), this chapter will critically consider how its metrics, like ‘actions-per-minute’, ‘match-making rank’ and ‘kills-deaths-assists’, reward neoliberal bodily performances. In particular, it shows how these metrics entangle players into a discourse of ‘competitive uncertainty’ that requires players to monitor and optimise their performances to remain competitive within game’s market.

Press and media

BBC World Service, Digital Planet Podcaston ‘NFTs in Games and the Future of Work and Leisure’, 22 Mar 2022. https://www.bbc.co.uk/programmes/w3ct1ltk

Wired Magazine on ‘Game Studios are Turning Play into Work’, 13 Jan 2022. https://www.wired.co.uk/article/game-studios-turning-play-into-work-crypto-nfts

BBC Radio 4 on ‘Raise Your Game and Current Challenges in Digital Games Culture’, 12 Sep 2020. https://www.bbc.co.uk/programmes/m000mhxh

The Conversation on ‘The Problem of Treating Play Like Work’, 26 May 2017. https://theconversation.com/the-problem-of-treating-play-like-work-how-esports-can-harm-well-being-78366

BBC World Service, The Inquiry on ‘Are Video Games a Waste of Time?’ 28 Aug 2017. http://www.bbc.co.uk/programmes/w3csv1bv