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dc.contributor.authorKarhulahti, Veli-Matti
dc.contributor.authorKauraoja, Valtteri
dc.contributor.authorOuninkorpi, Olli
dc.contributor.authorPerttu, Soli
dc.contributor.authorPerälä, Jussi
dc.contributor.authorToivanen, Vilma
dc.contributor.authorSiutila, Miia
dc.date.accessioned2022-10-24T11:40:53Z
dc.date.available2022-10-24T11:40:53Z
dc.date.issued2022
dc.identifier.citationKarhulahti, 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. <i>Journal of Gaming and Virtual Worlds</i>, <i>14</i>(1), 85-110. <a href="https://doi.org/10.1386/jgvw_00053_1" target="_blank">https://doi.org/10.1386/jgvw_00053_1</a>
dc.identifier.otherCONVID_155927027
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/83648
dc.description.abstractThis 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.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherIntellect
dc.relation.ispartofseriesJournal of Gaming and Virtual Worlds
dc.rightsIn Copyright
dc.subject.otherAmong Us
dc.subject.otherCyberpunk 2077
dc.subject.otheranthropology
dc.subject.otherbig-team science
dc.subject.otherdigital culture
dc.subject.othermethodology
dc.subject.otherqualitative research
dc.titleMultiverse ethnography : A qualitative method for gaming and technology use research
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202210244959
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange85-110
dc.relation.issn1757-191X
dc.relation.numberinseries1
dc.relation.volume14
dc.type.versionacceptedVersion
dc.rights.copyright© 2022 Intellect Ltd
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber312397
dc.subject.ysopelikulttuuri
dc.subject.ysovirtuaalimaailma
dc.subject.ysometodologia
dc.subject.ysodigitaalinen kulttuuri
dc.subject.ysotutkimusmenetelmät
dc.subject.ysotutkimusryhmät
dc.subject.ysovideopelit
dc.subject.ysoetnografia
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p25376
jyx.subject.urihttp://www.yso.fi/onto/yso/p24777
jyx.subject.urihttp://www.yso.fi/onto/yso/p7509
jyx.subject.urihttp://www.yso.fi/onto/yso/p24121
jyx.subject.urihttp://www.yso.fi/onto/yso/p415
jyx.subject.urihttp://www.yso.fi/onto/yso/p9161
jyx.subject.urihttp://www.yso.fi/onto/yso/p17281
jyx.subject.urihttp://www.yso.fi/onto/yso/p14028
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.1386/jgvw_00053_1
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundinginformationThe study received funding from Academy of Finland (312397).
dc.type.okmA1


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