Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Sign In to gain access to subscriptions and/or personal tools.
Games and Culture
This Article
Right arrow Full Text (PDF)
Right arrow All Versions of this Article:
1555412008325485v1
4/2/144    most recent
Right arrow References
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via Google Scholar
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Giddings, S.
Right arrow Search for Related Content
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Events and Collusions

A Glossary for the Microethnography of Video Game Play

Seth Giddings

University of the West of England, Bristol, seth.giddings{at}uwe.ac.uk

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.

Key Words: video games • technoculture • ethnography • the virtual

This version was published on April 1, 2009

Games and Culture, Vol. 4, No. 2, 144-157 (2009)
DOI: 10.1177/1555412008325485


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?