B. Goffman’s Frame Analysis In order to explore and describe the experience of the students we analysed the video and audio data using frame theory. According to Entman: “To frame is to select some aspects of a perceived reality and make them move salient in a communicating text, in such a way as to promote a particular problem definition, causal interpretation, moral evaluation, and/or treatment recommendation.” [21] Erving Goffman’s Frame Analysis [22] was chosen as medium of experiential analysis because it agrees with current anthropological, practice-theoretical and anti-exceptionalistic descriptions of video games that see games not as something irreducible or standing out of the rest of cultural and social reality [23].