Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research

IF 0.7 Q3 COMMUNICATION
Veli-Matti Karhulahti, Valtteri Kauraoja, Olli Ouninkorpi, Soli Perttu, Jussi Perälä, Vilma Toivanen, Miia Siutila
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引用次数: 0

Abstract

This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural, and experiential properties of videogames and other technological artifacts. Instead of applying the ethnographic method to produce a single in- depth account of the studied research object, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and possible meanings. To test the method, 41 scholars carried out a multiverse ethnography on two videogames, Cyberpunk and Among Us. Explorative thematic findings regarding both titles are reported and methodological implications of multiverse ethnography are discussed.
多元宇宙人种志:游戏和技术使用研究的定性方法
本文介绍了多元宇宙人种学作为一种系统的、基于团队的定性方法,用于研究电子游戏和其他技术产物的机械、结构和体验属性。多元民族志不是应用民族志方法对所研究的研究对象进行单一的深入描述,而是包括多个研究人员对同一研究对象进行协调协同的民族志工作,从而产生多元的解释和可能的意义。为了验证这一方法,41位学者对两款电子游戏《赛博朋克》和《我们当中》进行了多元宇宙人种志研究。关于这两个标题的探索性专题发现报告和多元宇宙民族志的方法含义进行了讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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