2016
DOI: 10.1111/tops.12234
|View full text |Cite
|
Sign up to set email alerts
|

Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play

Abstract: Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This paper collects together an emerging, if scattered, body of research which focusses on the material, practical 'work' of video game players.The paper 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-mu… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
36
0
1

Year Published

2017
2017
2024
2024

Publication Types

Select...
4
3
1

Relationship

1
7

Authors

Journals

citations
Cited by 36 publications
(37 citation statements)
references
References 50 publications
0
36
0
1
Order By: Relevance
“…Sudnow's work on games seems to have been a one off within the field of Ethnomethodology. However, it has recently been rediscovered by Reeves, Brown, and Laurier (), picked up from that source, and introduced to the Cognitive Science community by Gray and Lindstedt (), with much of its essence being reviewed and discussed in this issue of topiCS by Reeves, Greiffenhagen, and Laurier ().…”
Section: The Once and Future Paradigmmentioning
confidence: 99%
See 1 more Smart Citation
“…Sudnow's work on games seems to have been a one off within the field of Ethnomethodology. However, it has recently been rediscovered by Reeves, Brown, and Laurier (), picked up from that source, and introduced to the Cognitive Science community by Gray and Lindstedt (), with much of its essence being reviewed and discussed in this issue of topiCS by Reeves, Greiffenhagen, and Laurier ().…”
Section: The Once and Future Paradigmmentioning
confidence: 99%
“…Reeves et al. () look at gameplay through the lens of ethnomethodogical and conversational analysis (EMCA). The questions they ask are higher level questions that focus on interactions among human players or in the experience of game play for individual players.…”
Section: The Once and Future Paradigmmentioning
confidence: 99%
“…Sibert, Gray, and Lindstedt () apply optimization techniques from machine learning to identify the best combination of feature weights for selecting actions in Tetris. Finally, Reeves, Greiffenhagen, and Laurier () use ethnomethodology and conversation analysis to describe game playing from different viewpoints. While offering interesting insights, this methodology rejects the concept of cognition used by Newell and is almost at the opposite pole from Newell's mechanistic approach.…”
Section: Newell's Twenty‐question Paper and The Contributions Of Thismentioning
confidence: 99%
“…However, while it has been suggested by others that EMCA approaches have struggled to gain purchase on 'playful' activities [53], examining such activities is not new for EMCA (e.g., [20,28]), although this literature remains fairly sparse as pointed out by Tolmie and Rouncefield [53]. Nevertheless, EMCA interest in play extends to video games (e.g., see [47]), which, briefly, has studied on-screen actions [2], players' talk, and bodily conduct 'in' and 'out' of games [34]. Yet this work also rarely discusses spectating.…”
Section: Watching and Playing Kinect At Homementioning
confidence: 99%
“…For instance, spectators may be in adjacent rooms, as in [30] where dentistry students follow live video broadcasts of a dentist performing endodontic treatments, or in a large auditorium, as in [37] where an audience of trainees inspect a team of surgeons doing surgical operations through live video transmission. Likewise, spectating does not have a central place in the EMCA work on video games (see, for example, [47] for a review of such studies). This may possibly stem from the likelihood that the presence of spectators normatively points to a more 'central' activity (e.g., playing video games) which tends to attract greater analytic focus for researchers entering such settings.…”
Section: Watching and Playing Kinect At Homementioning
confidence: 99%