Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research

Autor: Veli-Matti Karhulahti, Valtteri Kauraoja, Olli Ouninkorpi, Soli Perttu, Jussi Perälä, Vilma Toivanen, Miia Siutila
Rok vydání: 2021
Předmět:
bepress|Arts and Humanities|Film and Media Studies
bepress|Arts and Humanities|Art and Design|Interdisciplinary Arts and Media
videopelit
bepress|Arts and Humanities|Philosophy
Among Us
bepress|Social and Behavioral Sciences|Communication
bepress|Social and Behavioral Sciences|Anthropology|Other Anthropology
pelikulttuuri
big-team science
bepress|Arts and Humanities|Digital Humanities
digitaalinen kulttuuri
tutkimusmenetelmät
Cyberpunk 2077
anthropology
bepress|Social and Behavioral Sciences|Science and Technology Studies
tutkimusryhmät
virtuaalimaailma
bepress|Social and Behavioral Sciences|Anthropology
bepress|Social and Behavioral Sciences|Other Social and Behavioral Sciences
etnografia
bepress|Arts and Humanities|Art and Design
bepress|Arts and Humanities|Other Languages
Societies
and Cultures

metodologia
methodology
bepress|Social and Behavioral Sciences|Anthropology|Social and Cultural Anthropology
Computer Graphics and Computer-Aided Design
Computer Science Applications
Human-Computer Interaction
bepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studies
bepress|Arts and Humanities|Art and Design|Game Design
bepress|Social and Behavioral Sciences
bepress|Arts and Humanities
digital culture
qualitative research
DOI: 10.33767/osf.io/kxb65
Popis: 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.
Databáze: OpenAIRE