Multiverse ethnography : A qualitative method for gaming and technology use research
Karhulahti, V.-M., Kauraoja, V., Ouninkorpi, O., Perttu, S., Perälä, J., Toivanen, V., & Siutila, M. (2022). Multiverse ethnography : A qualitative method for gaming and technology use research. Journal of Gaming and Virtual Worlds, 14(1), 85-110. https://doi.org/10.1386/jgvw_00053_1
Julkaistu sarjassa
Journal of Gaming and Virtual WorldsTekijät
Päivämäärä
2022Tekijänoikeudet
© 2022 Intellect Ltd
This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological implications of multiverse ethnography are discussed.
Julkaisija
IntellectISSN Hae Julkaisufoorumista
1757-191XAsiasanat
Julkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/155927027
Metadata
Näytä kaikki kuvailutiedotKokoelmat
Rahoittaja(t)
Suomen AkatemiaRahoitusohjelmat(t)
Huippuyksikkörahoitus, SALisätietoja rahoituksesta
The study received funding from Academy of Finland (312397).Lisenssi
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