Leisure computing has been traditional associated with interactive entertainment media and game playing, yet despite the penetration of computing into the home, this form of engagement only comprises a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous messaging to explore some of these issues and develop these findings towards implications for the design of leisure technologies. Keywords. Communication, domestic computing, ludic computing, playfulness, shared displays, si...