Vertaisarvioitu alkuperäisartikkeli tai data-artikkeli tieteellisessä aikakauslehdessä (A1)
Multiverse ethnography: A qualitative method for gaming and technology use research
Julkaisun tekijät: Karhulahti Veli-Matti, Kauraoja Valtteri, Ouninkorpi Olli, Perttu Soli, Perälä Jussi, Toivanen Vilma, Siutila Miia
Kustantaja: Intellect Ltd.
Julkaisuvuosi: 2022
Journal: Journal of Gaming and Virtual Worlds
Volyymi: 14
Julkaisunumero: 1
eISSN: 1757-1928
DOI: http://dx.doi.org/10.1386/jgvw_00053_1
Verkko-osoite: https://doi.org/10.1386/jgvw_00053_1
Rinnakkaistallenteen osoite: http://mediarxiv.org/kxb65/download
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.