While a number of scholars have studied online communities, research on games has been mostly focused on the business, experience, and content of gameplay. Interactions between players within games has received less attention, and toxic behavior is a newer area of investigation in academia. Inquiry into toxicity in gaming is part of a larger body of literature and public interest emerging around disruptive and malicious social interactions online, cyberbullying, child-grooming, and extremist recruiting. Through our research we reaffirmed that toxicity in gaming is a problem at a global scale, but we also discovered that on a micro scale, what behavior gamers perceive as toxic, or how toxicity is enacted in gaming is different depending on cultural context amongst other things. The generalized problem at scale, and its particular manifestations on the micro level raise philosophical and technology design questions, which we address through examples from our own research...
Facebook (formerly Intel Corporation)
Case Study—After discovering that there were over 25 projects going on in various business units in the company that involved children as end users, and that most people had a limited understanding of children's play, the researchers proposed a multi-cultural ethnographic project called ChildsPlay. This case study illustrates the many ways that a well-planned ethnographic study can influence the trajectory of a company's culture, highlighting institutional challenges, describing the ethnographic methods and theoretical underpinnings that guided the research and its analysis, and touching upon the importance of play as an anthropological focal point. The case study closes with a discussion of a notable shift in the narrative around Intel's child-focused product efforts, and the tangible outcomes of the research with respect to product development....
by ANNE MCCLARD, Intel
“A radical approach specifically aims to uncover root causes and original sources, as opposed to surface level explanations.” —Thomas Wendt
Thomas Wendt is one of many eloquent voices urging designers and ethnographers to take responsibility for the social roots and implications of our work. This might mean using participatory approaches, or expanding the scope of our research to understand the larger social implications of a project more fully. It might even mean refusing to work on certain projects all together.
Any choice we make about how we work and what we work on will depend on our own beliefs and political commitments, as well as the constraints or freedoms of our workplaces. Those of us working within corporations may have fewer liberties when it comes to choosing and directing the work that we do day-to-day. These are struggles I have had in trying to make a meaningful difference as an ethnographic researcher from within the confines of the various large technology companies in which I have...
SUSAN FAULKNER and ANNE MCCLARD
Two ethnographers from different parts of the same technology company set out to explore the role of women and girls in the worldwide maker movement. We wanted to know who is currently participating in the maker phenomenon, how they became makers, what motivates them to continue making, what kinds of things they make, and what their hopes are for the future. Most importantly, we investigated why women are underrepresented in the realm of tech making with the explicit goal of being change agents and triggers of transformation both within our company and in the broader technology landscape....