Events and Collusions
A Glossary for the Microethnography of Video Game Play
Bibliographic Data
| ID | 2409406 |
|---|---|
| Authors | Seth Gidding (0000-0001-7323-9184, University of the West of England, corresponding author) |
| Year | 2009 |
| Volume | 4 |
| Issue | 2 |
| Pages | 144-157 |
| Publication date | 2009-04-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412008325485 |
| OpenAlex | W2116712776 |
| Language | EN |
| Citations received | 28 |
| References cited | 4 |
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
Aesthetics · Agency (philosophy · Art · Consumption · Consumption (sociology · Epistemology · Event (particle physics · Everyday life · Interactivity · Multimedia · Social science · Sociology · Subjectivity · Cinema and Media Studies · Computer Science · Digital Games and Media · Psychology · Social Media and Politics · Social Psychology
The aisle between
Ludosity, Radical Contextualism, and a New Games History
“War…war never changes”
Above the Action
Video Games as Social Institutions
Incremental Speed Increases Excitement”
Why Do We Only Get Anime Girl Avatars? Collective White Heteronormative Avatar Design in Live Streams
Spatial extensions of childhood
Playing Nintendogs
How do players understand video game hardware
Bean’s World”
Multimodal, multiplex, multispatial
The active audience, again
Handcrafted gameworlds
Insurmountable enemies or easy targets? Military-themed videogame ‘translations’ of weaponized artificial intelligence
Teleplastic technologies
Videogames Saved My Life
Horror to humour
Halbwachs no Hollodeck
Answering the Call of Duty
Cultural Geography and Videogames
Configuring the Child Player
Mimesis as mediation
Video Games and the Cerebral Subject
Video Games and Agency in Contemporary Society
Netflix and the design of the audience
Is Microethnography an Ethnographic Case Study? and/or a mini-ethnographic case study? An analysis of the literature
Latent Freedom in Videogames
| Unique citing works | 28 |
|---|---|
| Citations per year | 1,75 |
| Citation span | 2010 - 2026 (17) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 27 |