gaming

Toxicity v. toxicity: How Ethnography Can Inform Scalable Technical Solutions

JAMIE SHERMAN Intel Corporation ANNE MCCLARD McClard LLC 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...

Valuable Connections: Design Anthropology and Co-creation in Digital Innovation

METTE GISLEV KJÆRSGAARD and RACHEL CHARLOTTE SMITH This paper explores challenges and potentials for innovation and co-creation within an increasingly interconnected and digitalized world, and its affect on ethnographic practices within the field of design and business development. Our discussion is based on material from an interdisciplinary research and design project with a leading computer game developer, exploring opportunities of involving online gaming communities in innovation processes and product development. Based on our case, we argue that in a world with increasingly blurred boundaries between physical, digital and hybrid contexts, as well as design, production and use, we might need to rethink the role of ethnography within user centred design and business development. Here the challenge is less about ”getting closer” to user needs and real-life contexts, through familiarization, mediation, and facilitation, and more about creating a critical theoretically informed distance from which to perceive and reflect...

Human API as a Research Source in Health Care

KNOWL BAEK, KYLE DUKE, ROY LUO, MONICA LEE and ANIJO MATHEW This paper illustrates how the concept of “Human API” can help cancer post-treatment cancer patients with challenges they face once they are released from the hospital. The results and implications of this semester long graduate project will help illuminate how the Human API through its various data collection methods could potentially play a larger role in extended cancer care. The research will also attempt to determine if hyper-connected networks of individual patients could become effective sources of information for health institutions to engage and connect with patients after treatment or surgery....

The Best of Both (Virtual) Worlds: Using Ethnography and Computational Tools to Study Online Behavior

NICOLAS DUCHENEAUT, NICHOLAS YEE and VICTORIA BELLOTTI In recent years, many ethnographers have conducted participant observation studies in virtual worlds, whether in games like World of Warcraft or user-generated environments like Second Life. However, the acceptance of digital fieldwork as a legitimate form of ethnography does not make it strictly identical to its physical counterpart. In particular, the logistics of virtual ethnography offer both opportunities and pitfalls that practitioners must address. The virtual nature of the space also compounds traditional issues such as generalizability and coverage. In this paper, we will highlight several interesting opportunities and challenges in conducting ethnography in virtual worlds. Moreover, we will then argue that the common problems shared by quantitative and qualitative social scientists in virtual world research serve to bridge the methodological divide, such that virtual ethnography could be greatly enhanced with the use of computational tools usually more associated with...

Contact Lists and Youth

MATTHEW YAPCHAIAN This paper explores the nature of networked contact lists in an emerging new media ecology as they relate to a population of 10 American pre-teens and teens (9-15). Mobile, gaming, and Web 2.0 services are contributing to a shift in the role of the contact list from a static visualization of a database to an active communication tool and the site of sociality. We draw in material from ethnographic research illustrating contact lists as dynamic sites for social activity, existing across multiple media channels, which evolve in time with an individual user. We then describe how contact list use by American youth (9-15) produces new understandings of accessibility, sociality, and visibility within the scope of personal relationships, mobility, and play in everyday life. We conclude with how we are informing corporate strategy on youth marketing and new product development....