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
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Journal of Gaming and Virtual WorldsAuthors
Date
2022Copyright
© 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.
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IntellectISSN Search the Publication Forum
1757-191XKeywords
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https://converis.jyu.fi/converis/portal/detail/Publication/155927027
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Research Council of FinlandFunding program(s)
Centre of Excellence, AoFAdditional information about funding
The study received funding from Academy of Finland (312397).License
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