2022
Karhulahti, Veli-Matti; Kauraoja, Valtteri; Ouninkorpi, Olli; Perttu, Soli; Perälä, Jussi; Toivanen, Vilma; Siutila, Miia
Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research Journal Article
In: Journal of Gaming and Virtual Worlds, vol. 14, iss. 1, pp. 85-110, 2022, ISSN: 1757-191X, (Embargoed until: 2023-04-01. Request copy from author.).
Abstract | Links | Tags: Among Us, Anthropology, Big-team science, Cyberpunk 2077, Digital culture, Methodology, Qualitative research
@article{Karhulahti2022d,
title = {Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research},
author = {Veli-Matti Karhulahti and Valtteri Kauraoja and Olli Ouninkorpi and Soli Perttu and Jussi Perälä and Vilma Toivanen and Miia Siutila},
url = {http://urn.fi/URN:NBN:fi:jyu-202210244959},
doi = {10.1386/jgvw_00053_1},
issn = {1757-191X},
year = {2022},
date = {2022-04-01},
urldate = {2022-04-01},
journal = {Journal of Gaming and Virtual Worlds},
volume = {14},
issue = {1},
pages = {85-110},
abstract = {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.},
note = {Embargoed until: 2023-04-01. Request copy from author.},
keywords = {Among Us, Anthropology, Big-team science, Cyberpunk 2077, Digital culture, Methodology, Qualitative research},
pubstate = {published},
tppubtype = {article}
}
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.
