ReevesGreiffenhagenLaurier2017

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ReevesGreiffenhagenLaurier2017
BibType ARTICLE
Key ReevesGreiffenhagenLaurier2017
Author(s) Stuart Reeves, Christian Greiffenhagen, Eric Laurier
Title Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play
Editor(s)
Tag(s) Ethnomethodology, Conversation Analysis, Video games, EMCA
Publisher
Year 2017
Language
City
Month
Journal Topics in Cognitive Science
Volume 9
Number 2
Pages 308–342
URL Link
DOI 10.1111/tops.12234
ISBN
Organization
Institution
School
Type
Edition
Series
Howpublished
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Chapter

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Abstract

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.

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