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A Ludic Perspective on Everyday Practices: Evidence from Ethnographic Fieldwork

机译:日常实践的荒谬观点:来自民族志田野调查的证据

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In this paper we introduce Johan Huizinga's ludic perspective to information systems research with the aim to understand large complex social phenomena, specifically how the younger generation interacts with technology in their everyday organizational practices. Against an anthropological background, we employ Huizinga's ludic approach to grasp everyday practices using the concept of play. We specifically invoke this novel concept in an ongoing critical ethnography of young professionals' everyday encounters with IT in a large organization. Our findings endorse the idea that young people seem to be at play with IT in their everyday practices. This paper adds two contributions to IS research: first, it introduces Huizinga's ludic perspective as a framework to help understand everyday practice; second, the organizational ethnographic evidence sheds light on the practical intricacies from young people's perspective, thus placing the use of IT in the broader context of everyday practices of the younger generation.
机译:在本文中,我们将Johan Huizinga的荒谬观点介绍到信息系统研究中,以了解大型复杂的社会现象,尤其是年轻一代在日常组织实践中如何与技术互动。在人类学背景下,我们采用慧赞加荒诞的方法来利用游戏概念掌握日常行为。我们一直在对年轻专业人员在大型组织中与IT日常接触的持续批判性民族志中特别援引这个新颖的概念。我们的发现证实了年轻人在日常实践中似乎与IT息息相关的想法。本文为信息系统研究增加了两个方面的贡献:首先,它介绍了Huizinga的荒谬观点作为帮助理解日常实践的框架。第二,组织的民族志证据从年轻人的角度揭示了实际的复杂性,因此将IT的使用置于了年轻一代的日常实践的更广阔的背景下。

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