[4] Scholars in this field also focus on how to engage digital practices to make their research accessible, and focus on exposing, examining, and challenging social inequalities and injustices related to digital leisure.
Leisure has traditionally been defined in three main ways, as time (that which is not work), as activity (freely chosen), and as a state of mind (denoted by such things as intrinsic motivation, perceived freedom, and positive affect).
[7] Digital leisure cultures “covers some of the following technologies and practices which have built cultures around them: namely apps (applications), smartphones, online games, interaction on some form of social media, and the downloading of films, live televised sports events and music”.
[8] Disintermediation refers to the ways in which digital leisure cultures involve “peer-to-peer networks where links are removed from the traditional supply chain”.
Redhead presented two concepts to guide digital leisure theory: accelerated culture and claustropolitanism.
[2][11][12] Karl Spracklen has presented a theory of communicative and instrumental digital leisure drawing on theorists such as Habermas, Catells, Urry, and Bauman.
Digital leisure scholars are still actively working to envision new methodologies and methods and retool existing ones.