Domestication theory

The theory was originally created by Roger Silverstone, who described four steps that technology goes through when being adapted into peoples' lives: The theory was initially developed to help understand the adoption and use of new media technologies by households (Silverstone et al. 1992), but has since been expanded in the innovation literature as a tool to understand technologies and innovations entering any consuming unit (workplace, country etc.

Initially, there was a euphoric response to video games as it had the potential to improve hand, eye, and brain coordination.

Lastly, there was a domestication of video games with acceptance of the technology as an ordinary part of society.

However, this rich-descriptive approach is also its strength: it enables processes and the complex interplay of artifacts and cultural values to be explored in much more depth than individualistic, quantitative methods.

The Domestication approach, describing the integration of technologies into social relationships and structures using evidence obtained using qualitative methods, stands in sharp contrast to individualistic and quantitative approaches (such as Technology acceptance model) of North-American marketing and IS research, that draw on primarily psychological models.