塑料按钮,复杂的人:电子游戏博物馆的民族方法学

Velvet Spors, Gisela Reyes-Cruz, Harriet R. Cameron, Martin Flintham, P. Brundell, David Murphy
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引用次数: 2

摘要

本文报告了一个电子游戏博物馆的民族方法学知识的民族志。基于为期4周的人种学田野调查,我们展示了博物馆的游客群体如何实现必要的互动工作,一起玩游戏,并作为一个社会单位组织博物馆参观。通过展示和解释博物馆参观的摘录,我们使这些互动的“理所当然”的性质可见。嵌入在活动地图中,勾勒出人们如何“准备”、“玩”、“放松”和“退出”游戏,我们展示了这些访问的顺序、时间和精心协商的特征。基于我们的发现和由此产生的“互动机制”,我们提出了三个旨在展示电子游戏和/或试图促进共同定位,集体电子游戏体验的空间设计含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Plastic Buttons, Complex People: An Ethnomethodology-informed Ethnography of a Video Game Museum
This paper reports on an ethnomethodology-informed ethnography of a video game museum. Based on 4 weeks of ethnographic fieldwork, we showcase how groups of visitors to the museum achieved the interactional work necessary to play games together and organise a museum visit as a social unit. By showcasing and explication excerpts of museums visits we make the "taken-for-granted" nature of these interactions visible. Embedded within an activity map that outlines how people "prepare", "play", "wind down" and "exit" games, we showcase the sequential, temporal, and carefully negotiated character of these visits. Based on our findings and the resulting "Machinery of Interaction", we propose three design implications for spaces that aim to exhibit video games and/or try to facilitate co-located, collective video game play.
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