A1 Refereed original research article in a scientific journal

Multiverse ethnography: A qualitative method for gaming and technology use research




AuthorsKarhulahti Veli-Matti, Kauraoja Valtteri, Ouninkorpi Olli, Perttu Soli, Perälä Jussi, Toivanen Vilma, Siutila Miia

PublisherIntellect Ltd.

Publication year2022

Journal: Journal of Gaming and Virtual Worlds

Volume14

Issue1

First page 85

Last page110

eISSN1757-1928

DOIhttps://doi.org/10.1386/jgvw_00053_1

Publication's open availability at the time of reportingNo Open Access

Publication channel's open availability Partially Open Access publication channel

Web address https://doi.org/10.1386/jgvw_00053_1

Self-archived copy’s web addresshttps://osf.io/preprints/mediarxiv/kxb65

Self-archived copy's licenceCC BY

Self-archived copy's versionFinal draft


Abstract

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. 



Keywords:
Among UsAnthropologybig-team scienceCyberpunk 2077



Last updated on 26/11/2024 11:13:23 AM