Domestication theory is an approach in Science and Technology Studies (STS) and media studies that describe the processes by which technology is 'tamed' or appropriated by its users. The theory was originally created by Roger Silverstone, who described four steps that technology goes through when being adapted into peoples' lives: First, technologies are integrated into everyday life and adapted to daily practices. Secondly, the user and its environment change and adapt accordingly. Thirdly, these adaptations feedback into innovation processes in industry, shaping the next generation of technologies and services. Fourthly, conversion, signalling what extent and how the technology has the status of reflecting the cultures of a household. 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. e.g. Lie et al., Habib, Punie, Sørensen) that can be analysed economically, culturally and sociologically. The domestication approach considers both the practical and the symbolic aspects of the adoption and use of technologies, showing how these two elements- the meanings of things, and their materiality, are equally important understanding how technologies become part of everyday life. It is a foremost a social theory as it highlights the negotiations, challenges to power and control, rule-making and breaking that accompany the introduction of technologies into any social setting. One variant of domestication theory identified three stages of technology being adapted by users. According to Nancy K. Baym, these three stages are (1) initially marvelous and strange, (2) then become capable of creating greatness and horror and (3) and are then so ordinary as to be invisible (Baym, 2015). This can also be thought of as (1) euphoria, (2) moral panic, and (3) domestication. An example of this is the introduction of video games into society. Initially, there was a euphoric response to video games as it had the potential to improve hand, eye, and brain coordination. Then, moral panic set in and there was a fear of violence, addiction, and obesity. Lastly, there was a domestication of video games with acceptance of the technology as an ordinary part of society. The Domestication approach has roots in cultural studies of media use, but is informed by Science and technology studies, gender studies of household technology, sociology of everyday life,