Methodology

Ethnography and Virtual Worlds: A Handbook of Method by Tom Boellstorff, Bonnie Nardi, Celia Pearce, Visit Amazon's

By Tom Boellstorff, Bonnie Nardi, Celia Pearce, Visit Amazon's T. L. Taylor Page, search results, Learn about Author Central, T. L. Taylor, , George E. Marcus

Ethnography and digital Worlds is the one ebook of its kind--a concise, finished, and functional consultant for college students, academics, designers, and students drawn to utilizing ethnographic the way to learn on-line digital worlds, together with either video game and nongame environments. Written by way of top ethnographers of digital worlds, and concentrating on the major approach to player commentary, the e-book offers important recommendation, assistance, guidance, and rules to help researchers via each degree of a undertaking, from opting for a web fieldsite to writing and publishing the results.

  • offers useful and targeted recommendations for ethnographic learn personalized to mirror the categorical problems with on-line digital worlds, either online game and nongame
  • attracts on learn in more than a few digital worlds, together with Everquest, moment lifestyles, There.com, and global of Warcraft
  • presents feedback for facing institutional evaluate forums, human topics protocols, and moral matters
  • publications the reader during the complete trajectory of ethnographic examine, from examine layout to information assortment, info research, and writing up and publishing examine effects
  • Addresses myths and misunderstandings approximately ethnographic learn, and argues for the clinical price of ethnography

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Extra info for Ethnography and Virtual Worlds: A Handbook of Method

Sample text

The first rudimentary virtual world in the contemporary sense was probably Videoplace, created in 1970 by Myron Krueger after an initial experiment involving networked collaboration with a colleague that included their virtual hands touching in an early experience of avatar embodiment (Krueger 1983; Popper 1993; Pearce 1997). Beyond early investigations like Videoplace, the first virtual world to possess the characteristics of our core definition was the 1979 MUD, also known as MUD1 (Bartle 2004).

Ryle noted that a “thin description” of these three actions would term them all contractions of eyelids, but a “thick description” would account for their differing meanings. Building on this insight, Geertz noted that “the object of ethnography” is “a stratified hierarchy of meaningful structures in terms of which twitches, winks, fake-Â�winks, parodies, rehearsals of parodies are produced, perceived, and interpreted” (Geertz 1973:7). This statement neatly encapsulates the goal of ethnographic research: an understanding of the cultural contexts in which human action takes place.

In this regard, our ethnographies contribute to important debates that expose and frame critical cultural issues about technology and society. Chapter Three Ten Myths about Ethnography We hope that our discussion of the history, practice, and promise of ethnographic methods in the previous two chapters has inspired a sense of excitement about the power, even the beauty, of this approach. In this chapter we build on that sense of promise by examining common myths about ethnography that we have encountered in classroom discussions, public forums, written texts, and informal conversations, and while reviewing paper submissions and developing interdisciplinary research proposals.

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