Sjöblom

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    Sjöblom - Presentation Transcript

    1. The “Third man” Necessitating your presence at a gaming session Björn Sjöblom Departement of child studies University of Linköping
      • Short term fieldwork in internet café
      • Boys aged 11 to 20
      • Games played: WoW, WCIII-mods (DotA, Angel Arena ), CS
    2. Aims
          • Understanding gaming-centred youth culture
          • Understanding embodied action in co-located gaming
    3. Method & Materials
      • Video recording of gaming sessions
      • ~10 hours of recordings
      • Recordings lasting between 10 min and 5 hours
      • One or two cameras
      • Capturing both on- and off-screen interaction
      • Participatory observation
    4. Questions asked
      • How does gaming happen in this specific setting?
      • How does gaming happen in this specific arrangement of players?
      • How does a ”third man” make his presence at a gaming session warranted? What are his methods for accomplishing this?
    5. Layout
      • 3 Players
      • Eric
      • Fredric
      • Anton
      A F E
    6. Game Played
      • Angel Arena
      • WCIII – The Frozen Throne mod
      • One hero per player
      • No base management / economy
      • PvP and PvE
    7.  
    8. Initial observations
      • Gaming at the internet café is:
      • - social
      • - communicative
      • - placed / situated
    9. Premisses
      • Actions are
      • Sequential: Actions get done and understood in sequential interaction
    10. Premisses
      • Actions are
      • Sequential: Actions get done and understood in sequential interaction
      • Embodied: Experiences cannot be separated from our bodily and social presence in the world
    11. Premisses, cont.
      • Actions are
      • Situated: Actions and activities are situated in specific contexts
    12. Embodied gaming interaction
      • Semiotic fields / resources (C. Goodwin)
          • Any modality of interaction that participants demonstrably show an orientation towards, such as talk, gesture, posture etc.
      • Contextual configuration
          • Locally relevant assemblage of semiotic fields
    13. Example 1
      • Spatial arrangements
      • ” third man’s” particiation is demonstrated in how chairs are arranged
      • Allows for the use of gestures and co-orientation
      • Demonstrate different interaction compared to onlookers / bystanders
    14. Example 2
      • 1 Freddy: *the dumbest thing is that you get in on one crit and then you run.
      • 2 I swing once and then you run*
      • 3 ((Freddy attacks a new monster))
      • 4 Eric: >look look look< (.) yo- your hero’s too ↑goo:d ((the monster dies))
      • 5 Freddy: (1 sec.) ((Freddy examines the dropped loot))
      • 6 Eric: Crown of kings 20 (.) you’ll have 20 in every stat
    15. Example 2, cont.
      • Topic switches
      • On-screen events seen as possible ”next topic”
      • Does not require conversational work
      • Demonstrates the game as the core focus of their activity
      • Creates interactional space for a ”third man”
    16. Example 2, cont.
      • Calls attention to a ”competent viewing” of the events
      • Involves projecting future outcomes of the current state of the game
      • Competent viewing = Professional vision (C. Goodwin, 1994)
    17. Example 3
      • 1 Eric: Those were mad if you remember ((F. attacks some
      • 2 monsters))
      • 3 Freddy: I’m running in to these dinosaurs
      • 4 Eric: ˚salamanders actually˚
      • 5 Freddy: h.h.h.h.
      • 1 Eric: Your av a tar’s holding up a bit to long (.) take a look at 2 that-
      • 3 Freddy: ˚ A vatar˚
      • //
      • 4 Eric: (3 sec) check your av a tar how long will it will it manage 5 really?
      • 6 Freddy: ˚ A vatar˚
      • 7 Eric: ye avatar >same same<
    18. Example 3, cont.
      • Power and resistance in negotiations for ”gaming competence”
      • Showing competence does not necessarily allow engagement
    19. Example 4
      • 1 Eric: take the tower take the building ((points at the
      • 2 screen))
      • 3 Freddy: ((walks towards the tower))
      • 4 (unhearable)
      • 5 Eric: (unhearable) on attack or
      • 6 Freddy: what ‘ll happen then? ((attacks the
      • 7 tower))
      • 8 Eric: *it’ll (.) ((the tower begins to fall down)) fall
      • 9 down*
      • 10 Freddy: was that all?
      • 11 Eric: aa ha ha h. it’s fu::n there are only four (.)
      • 12 have you though about switching hero?
    20. Example 4, cont.
      • Suggesting actions
      • Aesthetics of play
    21. Discussion
      • Demonstrating various sorts of gaming competence as a way of making yourself ”useful”
          • Game mechanics
          • Correct vocabulary
          • Aesthetics and enjoyment
    22. Discussion
      • Who can be called ”player” in this arrangement?
          • Players demonstrate orientation towards ”conventional” ways of playing through conversastional work

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