Roleplaying games, such as the popular Dungeons & Dragons, ask players to take on roles of particular people and contexts. As a researcher, my experience conducting playtesting and ethnographic work for a roleplaying game on the Holocaust called “Rosenstrasse” profoundly affected me. In this PechaKucha, I ponder how roleplaying games might inspire the communication of ethnographic insight. As a medium in which storytelling isn't linear or prescribed, how can roleplaying games effectively transfer cultural understanding? Just as a Games Master and game design facilitate this knowledge transfer, perhaps ethnographers can use techniques similar to roleplaying to increase change-making by enabling greater agency in stakeholders and teammates.
Nathan LeBlanc is a design researcher currently working at Scoop. He holds a BA in Anthropology and Linguistics from Grinnell College and a Masters of HCI from Carnegie Mellon University.
2019 EPIC Proceedings, ISSN 1559-8918, https://www.epicpeople.org/epic...
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 DAN PODJED, University of Ljubljana
Sustainability & Ethnography in Business Series, Mike Youngblood, Editor
When we think of technology and innovation responses to global warming, we tend to imagine grand solutions that address the problem on a massive scale. For many ethnographers, designers in industry and other solution seekers, this makes the challenge of sustainability daunting, something we can't imagine pursuing in our day-to-day practice.
However, we can make a significant impact with relatively simple solutions, especially if they are tailored to local lifestyles and take into account habits, routines, practices, requirements and expectations of the people. This was the approach of the DriveGreen project, which was launched in 2014.
The initial plan for DriveGreen was to prepare a simple and affordable smartphone app for drivers of passenger cars. It was supposed to operate much like Toyota’s iPhone app A Glass of Water, which determines and visually communicates how economical, safe, and environmentally...
JOHN F. SHERRY, JR.
Herrick Professor of Marketing, Mendoza College of Business, and Professor of Anthropology, University of Notre Dame
JOHN W. SHERRY
Director, User Experience Innovation Lab, Intel Corporation
John F. Sherry, Jr. is Herrick Professor of Marketing at the University of Notre Dame. He has researched, lectured, and consulted around the globe on issues of brand strategy, experiential consumption, and retail atmospherics. He is widely published and a Fellow of the American Anthropological Association and the Society for Applied Anthropology. He is a past President of both the Association for Consumer Research and the Consumer Culture Theory Consortium, and a former Associate Editor of the Journal of Consumer Research. His most recent book is Resurgence: The Four Stages of Market-Focused Reinvention (with Gregory S. Carpenter & Gary F. Gebhardt). Read more about John, his take on the future of ethnography in business, and why he thinks pathmaking is more like bushwhacking for academics and...