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Events and collusions: A glossary for the microethnography of video game play

Giddings, Seth

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Authors

Seth Giddings



Abstract

This essay draws on a number of recent research projects that record and analyze video game play. The "microethnographic" approach that they develop suggests methodological strategies, both for analyzing gameplay and for identifying and conceptualizing relationships between technology, agency, and aesthetics in everyday technoculture across and between the virtual and the actual. It suggests a new model of technoculture in everyday life, shifting analytical and critical attention away from established research objects and notions (the "impact" of technologies, consumption, identities and subjectivity, interactivity) and toward the "event" of gameplay as one with nonhuman as well as human participants, and brought into being by relationships, and translations, of human and nonhuman agency. © 2009 SAGE Publications.

Citation

Giddings, S. (2009). Events and collusions: A glossary for the microethnography of video game play. Games and Culture, 4(2), 144-157. https://doi.org/10.1177/1555412008325485

Journal Article Type Review
Publication Date Apr 1, 2009
Publicly Available Date Jun 8, 2019
Journal Games and Culture
Print ISSN 1555-4120
Electronic ISSN 1555-4139
Publisher SAGE Publications
Peer Reviewed Peer Reviewed
Volume 4
Issue 2
Pages 144-157
DOI https://doi.org/10.1177/1555412008325485
Keywords videogames, technoculture, ethnography, microethnography, microethology
Public URL https://uwe-repository.worktribe.com/output/997036
Publisher URL http://dx.doi.org/10.1177/1555412008325485

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