首页> 外文期刊>Topics in cognitive science >Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play
【24h】

Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play

机译:视频游戏作为一种实用的成就:民族方法论,会话分析和播放

获取原文
获取原文并翻译 | 示例
           

摘要

Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical work of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a tactical zoom. We start very much outside the game, beginning with a wide view of how massive-multiplayer online games are played within dedicated gaming spaces; here, we find multiple players, machines, and many different sorts of activities going on (besides playing the game). Still remaining somewhat distanced from the play of the game itself, we then take a closer look at the players themselves by examining a notionally simpler setting involving pairs taking part in a football game at a games console. As we draw closer to the technical details of play, we narrow our focus further still to examine a player and spectator situated at the screen but jointly analyzing play as the player competes in an online first-person shooter. Finally, we go inside the game entirely and look at the conduct of avatars on-screen via screen recordings of a massively multiplayer online game. Having worked through specific examples, we provide an elaboration of a selection of core topics of ethnomethodology and conversation analysis that is used to situate some of the unstated orientations in the presentation of data fragments. In this way, recurrent issues raised in the fragments are shown as coherent, interconnected phenomena. In closing, we suggest caution regarding the way game play phenomena have been analyzed in this study, while remarking on challenges present for the development of further EMCA-oriented research on video game play.
机译:从种族方法论和会话分析(EMCA)角度发展的视频游戏玩法仍然相对匮乏。这项研究收集了一些新兴的研究(如果分散的话),重点是视频游戏玩家的物质实际工作。该研究提供了一个示例驱动的对视频游戏现象的EMCA观点的解释。这些材料按战术缩放排列。我们从游戏之外开始,首先是在专用游戏空间中如何玩大型多人在线游戏的广泛视角;在这里,我们发现有多个玩家,机器和正在进行的各种活动(除了玩游戏)。仍然与游戏本身保持一定距离,然后我们通过检查概念上更简单的设置来仔细观察玩家自己,该设置涉及成对的人在游戏机上参加足球比赛。随着我们更加接近比赛的技术细节,我们进一步缩小了关注范围,以检查位于屏幕上的球员和观众,但随着球员在在线第一人称射击游戏中的竞争而共同分析比赛。最后,我们完全进入游戏,并通过大型多人在线游戏的屏幕录像在屏幕上观察化身的行为。通过具体的示例,我们提供了民族方法论和会话分析的一系列核心主题的详细说明,这些主题被用来定位数据片段表示中某些未说明的方向。这样,片段中出现的经常性问题就显示为连贯的,相互关联的现象。最后,我们建议谨慎地研究本研究中的游戏现象,同时指出在开展进一步的面向EMCA的视频游戏研究方面面临的挑战。

著录项

  • 来源
    《Topics in cognitive science》 |2017年第2期|308-342|共35页
  • 作者单位

    Univ Nottingham, Mixed Real Lab, Sch Comp Sci, Comp Sci Bldg,Wollaton Rd, Nottingham NG8 1BB, England;

    Chinese Univ Hong Kong, Dept Sociol, Hong Kong, Hong Kong, Peoples R China|Loughborough Univ Technol, Dept Social Sci, Loughborough, Leics, England;

    Univ Edinburgh, Inst Geog & Lived Environm, Edinburgh, Midlothian, Scotland;

  • 收录信息 美国《科学引文索引》(SCI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Ethnomethodology; Conversation analysis; Video games;

    机译:民族学;会话分析;视频游戏;

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号