Dr Tom Brock
Dr Tom Brock
Senior Lecturer
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
- Senior Fellow of the Higher Education Academy 2024.
- 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.
Tom is a Senior Fellow of the Higher Education Academy.
Courses
Supervision
PhD Students
- Richard Rowlinson (Games and Class)
- Joe Macleod-Iredale (Games Design and Education)
- Gemma Potter (Digital Games and Craft)
- Becky Clarke (Race, Gender and Criminalisation)
- 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. 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.
Tom has also 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.
More recently, Tom has written about the important role that ontology plays in conceptualising esports, arguing that a more comprehensive theoretical framework is required to appreciate the complexity of social causality (‘Ontology and Interdisciplinary Research in Esports’). He has also worked with Prof Garry Crawford (FRSA) on the concept of ‘fun’ in games studies literature, arguing that it needs a critical appraisal (‘Just Fun and Games? A Sociological Consideration of Fun in Video Games’).
-
Books (authored/edited/special issues)
Jenny, S.E., Besombes, N., Brock, T., Cote, A.C., Scholz, T.M. (2024) Routledge Handbook of Esports. Routledge.
Brock, T. (2023) Welcome to Social Theory. Sage Publications Limited.
Brock, T., Carrigan, M., Scambler, G. Structure, Culture and Agency. Routledge.
Brock, T., Carrigan, M., Scambler, G. (2016) Structure, Culture and Agency Selected Papers of Margaret Archer. Routledge.
-
Chapters in books
Abanazir, C., Shinohara, T. (2025) 'Esports Law and Esports Governance.' In Jenny, S.E., Besombes, N., Brock, T., Cote, A.C., Scholz, T.M. (ed.) Routledge Handbook of Esports. London: Routledge, pp. 482-492.
Jenny, S.E., Brock, T., Scholz, T.M., Cote, A.C., Besombes, N. (2024) 'The Future of Esports.' Routledge Handbook of Esports. Routledge, pp. 657-670.
Scholz, T.M., Brock, T. (2024) 'Introduction to Esports Business and Management.' Routledge Handbook of Esports. Routledge, pp. 281-283.
Besombes, N., Jenny, S.E., Brock, T. (2024) 'Introduction to Esports.' Routledge Handbook of Esports. Routledge, pp. 3-5.
Välisalo, T., Brock, T., Law, Y.Y. (2024) 'Esports Spectatorship.' Routledge Handbook of Esports. Routledge, pp. 414-425.
Jenny, S.E., Besombes, N., Brock, T., Cote, A.C., Scholz, T. (2024) 'Key Terms Definitions.' Routledge Handbook of Esports. Routledge, pp. 673-694.
Brock, T., Cote, A.C. (2024) 'Introduction to Critical Concerns in Esports.' Routledge Handbook of Esports. Routledge, pp. 479-481.
Brock, T., Johnson, M.R. (2024) 'Esports Gambling.' Routledge Handbook of Esports. Routledge, pp. 509-517.
Brock, T. (2022) 'How to Do Phenomenology in Game Studies.' In Snee, H. (ed.) SAGE Publications,
Brock, T. (2021) 'Counting Clicks: Esports, Neoliberalism and the Affective Power of Gameplay Metrics.' In Jin, D.Y. (ed.) Global eSports Transformation of Cultural Perceptions of Competitive Gaming. Bloomsbury Academic,
Brock, T. (2021) 'Counting Clicks.' Global esports. Bloomsbury Academic,
Brock, T., Carrigan, M. (2017) 'Subjects or Subjected? The Puzzle of Identity in Neoliberal Times.' In Louth, J., Potter, M. (ed.) Edges of Identity: The Production of Neoliberal Subjectivities. University of Chester Press, pp. 134-160.
-
Journal articles
Crawford, G., Brock, T. (2024) 'Just Fun and Games? A sociological consideration of fun in video games.' Games and Culture,
Brock, T. (2023) 'Ontology and interdisciplinary research in esports.' Sport, Ethics and Philosophy, pp. 1-17.
Remelie, R., Brock, T. 'Human Reflexivity and Self-Determination Theory: Developing the Internal Conversation Indicator (ICONI).' Journal for the Theory of Social Behaviour,
Brock, T., Crawford, G. 'The esports experience economy: a multiple case study of esports events, peripherals and fashion.' Internet Research,
Brock, T. (2021) 'Videogaming as Craft Consumption.' Journal of Consumer Culture, 22(3) pp. 598-614.
Brock, T. (2021) 'The gamblification of digital games.' Journal of Consumer Culture, 21(1) pp. 3-13.
Johnson, M.R., Brock, T. (2020) 'The ‘gambling turn’ in digital game monetization.' Journal of Gaming & Virtual Worlds, 12(2) pp. 145-163.
Johnson, M.R., Carrigan, M., Brock, T. (2019) 'The imperative to be seen: The moral economy of celebrity video game streaming on Twitch.tv.' First Monday, 24(8)
Brock, T.G.J., Fraser, E. (2018) 'Is Computer Gaming a Craft? Prehension, Practice and Puzzle-Solving in Gaming Labour.' Information, Communication and Society, 21(9) pp. 1219-1233.
Brock, T.G.J. (2017) 'Roger Caillois and e-Sports: On the Problems of Treating Play as Work.' Games and Culture, 12(4) pp. 321-339.
Brock, T. (2016) 'Videogame consumption: the apophatic dimension.' Journal of Consumer Culture, 17(2) pp. 167-183.
Cresswell, M., Brock, T.G.J. (2016) 'Social movements, historical absence and the problematization of self-harm in the UK, 1980–2000.' Journal of Critical Realism, 16(1) pp. 7-25.
Pollock, G., Brock, T., Ellison, M. (2015) 'Populism, ideology and contradiction: mapping young people's political views.' Sociological Review, 63
Brock, T.G.J., Carrigan,, M. (2014) 'Realism and Contingency: A Relational Realist Analysis of the UK Student Protests.' Journal for the Theory of Social Behaviour,
Cresswell, M., Karimova, Z., Brock, T. (2013) 'Pedagogy of the Privileged: Elite Universities and Dialectical Contradictions in the UK.' The Journal for Critical Education Policy Studies, 11
-
Conference papers
Brock, T., Johnson, M. (2020) 'Gambling for Fashion: How Videogame Designers Capitalise on 'Status Ambivalence' within Videogame Play.'
Brock, T., Johnson, M. (2020) 'Videogaming as Craft Consumption.'
Latham, G., Brock, T. (2019) 'Failure in videogames: similarities and differences to textile craft.' In 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Kyoto, Japan, 6/8/2019 - 10/8/2019. Tampere: Digital Games Research Association (DiGRA),
-
Theses and dissertations
Brock, T.G.J. (2012) Against Morality - A Critical Realist Examination of Western Sexual Normativity.
-
Other
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