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Kelly Heckman

Periscopic Play: re-positioning "the field" in MMO studies - 9 views

I agree the argument has overtones of the emic/etic perspectives I believe in this instance there is a difference. When one leaves to study a culture in Cameroon, one can become "awed" by the cultu...

methods research MMO games ethnography read this week7 week8 article PDF

David Martin

Sociology in Fantasia - Reason.com - 0 views

  • Players tend to reproduce many offline behaviors online, no matter how fantastic, imaginative, and unearthly the game world might be. Sometimes the results are pretty bleak. "Instead of an escape from the drudgeries of the physical world," Yee writes, "many online gamers describe their gameplay as an unpaid second job."
  • Some put in extensive hours at often unrewarding work ("grinding" being the well-suited in-game descriptor of choice), submitting themselves to "increasing amounts of centralized command, discipline, and obedience," Yee notes in a chapter with the sad title of "The Labor of Fun." While individual players may explore in a leisurely, ludic way, an MMO's complexity, challenges, and rewards elicit demanding practices from those who would take the game more seriously.
  • Racism is another grim import from the real world. Online gaming has seen the rise of "gold farming," whereby users rapidly play a game to a successful level in order to sell the results to other players not willing to invest the time. In short, players outsource the grinding. A skilled gold farmer can simultaneously take a game character to a very high level on one computer while churning out valuable magic items on another. Proteus Paradox doesn't dwell on the economics of gold farming, but notes that most gold farmers are Chinese-and also that other players tend to dislike them. Anti-Chinese racism surfaces in hostile in-game interactions and in YouTube rants.
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  • And then there are the ever-elusive lady gamers. Proteus outlines how male players denigrate, harass, and drive off female players.
  • But Yee offers two twists to this sadly familiar story. First, women report wanting to play for many of the same reasons men do-achievement, social interaction, and immersion-going against essentialist expectations of gender behavior difference. And second, MMOs offer a pedagogical benefit of sorts to male gamers who play under female avatars.
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    For those interesting in online communities, gaming or otherwise, you may find this article and the related book interesting.
Maya Muñoz-Tobón

Machinima | Gameplay Videos, Game Trailers, Gaming News and Original Shows - 0 views

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    I learned about this program while reading "Confronting the Challenges of Participatory Culture:Media Education for the 21st Century" by Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology. This is an interesting program were users of video games interact and remix the games to create their own movies and story lines. This brings more platforms for individuals to create self-representations in a digital form, bringing forward the possibilities of reinterpretation of cultural objects and creative participation of digital communities
younsong lee

T L Taylor talks about "Ethnography as Play" - 2 views

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    This is a video of one of Taylor's discussions on her research regarding the computer game Everquest. I thought this might be useful to anybody who found our discussion on "lurkers", ethics, and the gaming world interesting. TL Taylor is a world-renowned video game researcher, who spends a majority of her investigations viewing the interactions within a digital world. She researches topics like: how players choose to represent themselves in contrast to their physical appearance in reality, and even going so far as to see how and why relationships occur in a video game setting that are strong enough to get players to marry each other without ever meeting in person.
Brant Burkey

Digitizing Historical Consciousness, Claudio Fogu - 0 views

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    This article looks at historical video games, which the author says "replaces representation with simulation and presence with virtuality, thereby marginalizing the oscillation of the modern historical imagination between historical facts and historic events, transcendence and immanence, representation and presence." An interesting perspective for examining collective memories, historical perspectives and forms of representation in interactive media and video games.
Jolene Fisher

anne frances wysocki * work - 2 views

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    I was looking back at this (really interesting) multimedia writing work by Anne Wysocki and noticed how many of the pieces required special players and ample download time/space - Flash Player, Shockwave Player, 1.5 MB of download space - which got me thinking about platform/storage restrictions and digital accessibility. In many instances, a researcher may need not only specific digital skills/knowledge, but also specific platforms, players, software, memory space, etc. to conduct her work. And as players, platforms, software, etc. are upgraded, older digital texts may become less accessible. On that note, I have been taking screen shots of all of the scenes in the Facebook game I'm currently studying. Why? One reason is so I can put these screen shots into a presentation, but the more pressing reason is that another game I'm really interested in looking at (Food Force, a social media game from 2005 - so ancient, right?) is no longer accessible. In its place is a Facebook page with a big bandaged thumb and a "Sorry! This page has been removed." message. An ethnography conducted in a digital space, it seems, requires just as much "recording" as one in an offline space.
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    I think it is a great question to ask where will all the digital information go once it becomes out of date> I was working with a program called Scalar last term (a very useful tool) which allows you to show information in different ways. It was built for use in the Digital Humanities. One of its fatal flaws, in my opinion, is that it relies primarily on links to information, images, and video out in cyber space. If you build a project around this, there is no guarantee that the information will be available for any length of time and then what do you do? I think this is an issue more and more as new software updates and the old information can either not be found or is no longer accessible.
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    The life and preservation of the digital world is a huge question, and one that I don't think enough people are considering. I see more and more of my friends taking all their photos with smartphones and loading them to Instagram or Facebook, or worse never moving them beyond their phones. I wonder what photos will have survived in 20 years when their children are looking to make wedding or anniversary slide shows, or simply becoming interested in their own pasts. There are no hard copies of these images, and while hard copies are vulnerable, so are digital copies for a number of reasons.
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    great points in this discussion, especially around issues of "access"...which range from having the "right" tech to get into a site to ADA regulations/requirements. Also, preservation is a complicated facet of access and one worth discussing seriously in this course as we think about digital data.
younsong lee

A Ludicrous Discipline? Ethnography and Game Studies - 2 views

http://gac.sagepub.com/content/1/1/29.abstract This article was helpful for me to think about why digital ethnography is necessary for conducting a research on gaming culture. The author states th...

started by younsong lee on 14 May 14 no follow-up yet
Staci Tucker

Writing Game Ethnographies - 1 views

http://remixinganthropology.wordpress.com/2008/03/20/writing-game-ethnographies-the-poetics-and-politics-of-interactive-narrative/

games ethnography research digital culture

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

GAMBIT: Hate Speech Project - 0 views

http://gambit.mit.edu/projects/hatespeech.php Interesting ethnography done about video games and hate speech.

games ethnography digital hate speech culture

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

A Ludicrous Discipline? Ethnography and Game Studies - 2 views

http://gac.sagepub.com/content/1/1/29.abstract

ethnography video games research anthroplogy

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

Fraps - Game Video Capture - 1 views

http://www.fraps.com/

video games screen capture record tools

started by Staci Tucker on 04 Jun 12 no follow-up yet
Jeremiah Favara

How riot rumours spread on Twitter - 3 views

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    Analysis of 2.6 million tweets shows Twitter is adept at correcting misinformation - particularly if the claim is that a tiger is on the loose in Primrose Hill This Guardian piece is an interesting way to think of scraping Twitter to show how mis-information moves across time in periods of crisis. I was living in London during this time period, and it was really amazing how influential social media was in shaping people's perceptions of the riots.
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    Twitter maybe correcting misinformation when it comes to riot rumors but its doing nothing to stop storytelling. https://twitter.com/1014retold Buzzfeed compared it to a re-life Game of Thrones http://www.buzzfeed.com/lukebailey/this-live-tweeted-medieval-irish-war-is-the-real-game-of-thr
Julianne Meyer

Run, walk, and jump with the Oculus Rift using Virtuix's 360-degree treadmill | The Verge - 0 views

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    I don't know how much this might apply to any of our research, but I thought that this new leap in technology could be interesting in the future. How are we going to interact with others once things like this start being used more? Kind of reminds me of Wall-E, but still, really cool. I would definitely buy something like this. Get your cardio and gaming in all at once! 
teridelrosso

CFP: Gender & Sexual Diversity in Games - 2 views

http://blogs.uoregon.edu/newmediaculture/2014/05/19/gender-and-sexual-diversity-in-games-history-cfp/#.U3qxRXu3GeQ.twitter

started by teridelrosso on 21 May 14 no follow-up yet
John Fenn

Sensory Ethnography Lab :: Harvard University - 4 views

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    The Sensory Ethnography Lab (SEL) at Harvard is a unique collaboration between the Department of Anthropology and the Department of Visual & Environmental Studies (VES). Harnessing perspectives drawn from the human sciences, the arts, and the humanities, the aim of SEL is to support innovative combinations of aesthetics and ethnography, with original nonfiction media practices that explore the bodily praxis and affective fabric of human existence. As such, it encourages attention to the many dimensions of social experience and subjectivity that may only with difficulty be rendered with words alone. SEL provides an academic and institutional context for the development of work which is itself constitutively visual or acoustic - that is conducted through audiovisual media rather than purely verbal sign systems - and which may thus complement the human sciences' and humanities' traditionally exclusive reliance on the written word. The instruction offered through SEL is thus distinct from other graduate visual anthropology programs in the United States in that it is practice-based, and promotes experimentation with culturally-inflected, nonfiction image-making.
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    First thought - awesome! What interesting work! Second thought - can we talk about the line between journalism and ethnography? I'm not sure how useful that distinction is, or how much I'm willing to fight about it. I'm excited by work that blurs the lines between art/ journalism/ ethnography. I would like to have a defense ready against folks who insist on discrete categories.
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    Harvard seems to have a lot going on for it... In context for what we /do/ with digital ethnography materials, I wish that more of the projects that are featured were actually available for, at the very least, preview (at odds with the program's description of conduction through audiovisual media...). I wish I knew more about Zeega (and the apparent connection based on large logo presence on the projects page), even if it is only in alpha... http://zeega.org/about.php
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    The projects at SEL provide a rich landscape for sensory/experiential exploration. This type of work really opens the mind to new perspectives and detail that is often exploited or skewed through popular media - like maintstream cinema or video games. Being a huge fan of the film "Where Eagles Dare" and the old SkyTram at Disneyland, I really enjoyed the Greunrekorder - Swiss Mountain Transport Systems sound recordings. I wonder if anyone has conducted similar research on the Portland Aerial Tram. Many of the trailers were exquisite, too. "Sweetgrass" looks to be an amazing documentary.
Ed Parker

Ethnography in the new digital context - 4 views

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    As digital continues to influence behavioural change across all demographics and cultures, new tools and techniques are starting to allow greater access and insight into people's behaviours globally.
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    "As a planner I continually encourage the brands I work with to understand their audience behaviours and then create experiences and utilities that fit within this existing routine, rather than try and change behaviours, so when exploring research opportunities we should be doing the same thing - whether that involves simply listening, using mobile devices, creating videos / blogs / diaries / collages, gaming … or any combination of these." Little disappointed Lucas-Garner didn't reference privacy issues in her discussion of methodology in industrial research.
Staci Tucker

Triumph of the Mod - 0 views

http://www.salon.com/2002/04/16/modding/

mods video games digital tools

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

Mod DB - Library for Modding - 1 views

http://www.moddb.com/mods

mods video games digital tools

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

ScreenFlow - Screen Capture Software - 0 views

http://www.telestream.net/screen-flow/

video games record tools

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

History of Modding - 1 views

http://mediaindustries1.wordpress.com/modmoddermodding/history-of-modding/

digital video games user content fans industry

started by Staci Tucker on 04 Jun 12 no follow-up yet
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