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




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

KustantajaIntellect Ltd.

Julkaisuvuosi2022

JournalJournal of Gaming and Virtual Worlds

Vuosikerta14

Numero1

Aloitussivu85

Lopetussivu110

eISSN1757-1928

DOIhttps://doi.org/10.1386/jgvw_00053_1

Verkko-osoitehttps://doi.org/10.1386/jgvw_00053_1

Rinnakkaistallenteen osoitehttps://osf.io/preprints/mediarxiv/kxb65


Tiivistelmä

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. 



Last updated on 2024-26-11 at 11:13