Events and collusions: A glossary for the microethnography of videogame play.
Games and Culture: A Journal of Interactive Media, 4 (2).
Available from: http://eprints.uwe.ac.uk/8359
- Submitted Version
Publisher's URL: http://dx.doi.org/10.1177/1555412008325485
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.
Request a change to this item
Total Document Downloads in Past 12 Months