2024
Rusk, Fredrik; Ståhl, Matilda; Taylor, Nicholas
Callouts as a Coordinating Device in a Team-based Networked First-person Shooter Game Journal Article
In: Social Sciences & Humanities Open, vol. 9, 2024, ISSN: 2590-2911.
Abstract | Links | Tags: Callouts, Competitive gaming, Conversation analysis, Coordination, Ethnomethodology, Networked gaming
@article{Rusk2024,
title = {Callouts as a Coordinating Device in a Team-based Networked First-person Shooter Game},
author = {Fredrik Rusk and Matilda Ståhl and Nicholas Taylor},
url = {https://doi.org/10.1016/j.ssaho.2023.100753
https://www.sciencedirect.com/science/article/pii/S2590291123003583},
doi = {10.1016/j.ssaho.2023.100753},
issn = {2590-2911},
year = {2024},
date = {2024-01-31},
urldate = {2024-01-31},
journal = {Social Sciences & Humanities Open},
volume = {9},
abstract = {This study investigates the role of callouts as a vital communicative and coordinating practice in Counter-Strike: Global Offensive (CS:GO), a team-based networked first-person shooter (FPS) video game. Through callouts, players share relevant information regarding opponents’ locations and movements, contributing to a co-construction of a distributed knowledge of the game environment. By analyzing callouts as a coordinating device that is part of sequences of actions, this research delves into their significance in shaping the overall structural organization of activities in competitive CS:GO gameplay. The analysis also demonstrates the utility of ethnomethodological conversation analysis (EMCA) for understanding the communicative richness of social practices in team-based networked video games.},
keywords = {Callouts, Competitive gaming, Conversation analysis, Coordination, Ethnomethodology, Networked gaming},
pubstate = {published},
tppubtype = {article}
}
This study investigates the role of callouts as a vital communicative and coordinating practice in Counter-Strike: Global Offensive (CS:GO), a team-based networked first-person shooter (FPS) video game. Through callouts, players share relevant information regarding opponents’ locations and movements, contributing to a co-construction of a distributed knowledge of the game environment. By analyzing callouts as a coordinating device that is part of sequences of actions, this research delves into their significance in shaping the overall structural organization of activities in competitive CS:GO gameplay. The analysis also demonstrates the utility of ethnomethodological conversation analysis (EMCA) for understanding the communicative richness of social practices in team-based networked video games.
2021
Olbertz-Siitonen, Margarethe; Piirainen-Marsh, Arja; Siitonen, Marko
Constructing Co-presence Through Shared VR Gameplay Journal Article
In: Journal für Medienlinguistik, vol. 4, iss. 2, pp. 85-122, 2021, ISSN: 2569-6491.
Abstract | Links | Tags: Co-presence, Conversation, Conversation analysis, Shared gameplay, Single-player games, VR games
@article{Olbertz-Siitonen2021,
title = {Constructing Co-presence Through Shared VR Gameplay},
author = {Margarethe Olbertz-Siitonen and Arja Piirainen-Marsh and Marko Siitonen},
url = {http://urn.fi/URN:NBN:fi:jyu-202110295452},
doi = {https://doi.org/10.21248/jfml.2021.31},
issn = {2569-6491},
year = {2021},
date = {2021-10-27},
journal = {Journal für Medienlinguistik},
volume = {4},
issue = {2},
pages = {85-122},
abstract = {This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on instances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simultaneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual configurations of the moment in displaying co-presence and position themselves as active and consequential co-players. The analysis demonstrates how gameplay can be communicatively constructed even in situations where the participants have differential rights and possibilities to act and influence the game.},
keywords = {Co-presence, Conversation, Conversation analysis, Shared gameplay, Single-player games, VR games},
pubstate = {published},
tppubtype = {article}
}
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on instances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simultaneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual configurations of the moment in displaying co-presence and position themselves as active and consequential co-players. The analysis demonstrates how gameplay can be communicatively constructed even in situations where the participants have differential rights and possibilities to act and influence the game.
