Events and collusions: A glossary for the microethnography of videogame play

Giddings, S. (2009) Events and collusions: A glossary for the microethnography of videogame play. Games and Culture: A Journal of Interactive Media, 4 (2). pp. 144-157. ISSN 1555-4120

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Publisher's URL: http://dx.doi.org/10.1177/1555412008325485

Abstract

This essay draws on a number of recent research projects that record and analyze video game play. The 'microethnographic' approach that they develop suggests methodological strategies, both for analyzing gameplay and for identifying and conceptualizing relationships between technology, agency, and aesthetics in everyday technoculture across and between the virtual and the actual. It suggests a new model of technoculture in everyday life, shifting analytical and critical attention away from established research objects and notions (the 'impact' of technologies, consumption, identities and subjectivity, interactivity) and toward the 'event' of gameplay as one with nonhuman as well as human participants, and brought into being by relationships, and translations, of human and nonhuman agency.

Item Type:Article
Uncontrolled Keywords:videogames, technoculture, ethnography, microethnography, microethology
Faculty/Department:~Pre-2010 Faculty Structure > Faculty of Creative Arts > School of Creative Arts > Department of Culture, Media and Drama
Faculty of Arts, Creative Industries and Education > Department of Creative Industries
ID Code:8359
Deposited By: Dr S. Giddings
Deposited On:13 Jul 2010 12:55
Last Modified:26 Nov 2012 14:43

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