an ethnography of video game eventsusir.salford.ac.uk/40411/1/abstract.docx · web viewthe...
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THE TRAVELLING GAMER:
AN ETHNOGRAPHY OF VIDEO GAME EVENTS
Ying-Ying Law
School of Nursing, Midwifery, Social Work
& Social Sciences
University of Salford, Salford, UK
Submitted in Partial Fulfilment of the Requirements of the Degree of Doctor of Philosophy, 2016
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Table of Contents
page
Table of Contents ii
List of Figures v
List of Tables ix
Acknowledgments x
Abstract xi
1. Press Start to Begin 1
1.1. The Rising Popularity of Video Games 2
1.2. Video Game Events 4
1.3. Defining Video Games 6
1.4. Studying Video Games 7
1.5. Aims and Objectives 9
1.6. Thesis Structure 10
1.7. Conclusion 11
2. Playing with Video Games 13
2.1. Considering Play 14
2.2. Defining Play and the Magic Circle 17
2.3. Challenging the Magic Circle 20
2.4. The Almost Magic Circle 25
2.5. Critical Play 26
2.6. Frame Analysis 28
2.7. Conclusion 30
3. Studying Video Gamer Culture 32
3.1. Conceptualising Video Game Culture 33
3.1.1. Habitus 33
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3.1.2. Subcultures, Neo-Tribes and Scenes 36
3.1.3. Fans and Fan Activity 41
3.1.4. Knowledge Communities 47
3.2. Video Gamer Productivity 48
3.2.1. Game Communities 49
3.2.2. Considering Metaculture 60
3.2.3. Considering the Meta-Game and Everyday Life 63
3.3. Communities, Exclusion, Oppression, and Conflict 64
3.3.1. Considering Gender 68
3.4. Conclusion 75
4. Research Methods 78
4.1. Doing Ethnography 78
4.2. The Research 82
4.2.1. The Video Game Events 82
4.2.2. Choosing the Video Game Events 88
4.2.3. Sampling Procedure 90
4.2.4. Triangulation 91
4.2.5. Data Collection 91
4.2.6. Data Analysis 106
4.2.7. Ethical Issues 107
4.2.8. Problems and Limitations 108
4.2.9. Timetable 111
4.3. Conclusion 112
5. Characteristics of Video Gamers and Video Game Communities 114
5.1. Video Games and Motives 118
5.2. The Three Characteristic of Video Game Attenders 120
5.2.1. The Socialisers 124
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5.2.2. The Participators 136
5.2.3. The Competitors 166
5.3. The Four Stages of Competitive Gaming 179
5.4. The Hearthstone Metagame 186
5.5. Patterns of Video Game Communities 191
5.6. Conclusion 196
6. The Embodied Experience 201
6.1 Sensory Ethnography 202
6.1.1 Sight 203
6.1.2 Sound 205
6.1.3 Smell 212
6.1.4 Taste 215
6.1.5 Touch 226
6.2 Conclusion 228
7. Conclusion 231
Appendices 240
A Terminology 240
B Questionnaire Methodology 244
C Interview Methodology 263
References 274
Epilogue 298
iv
List of Figures
Figures
page
Chapter 2
Figure 2.1 The King of Kong – Drawing markings on screens to practice 24timing and precision - Gordon, S.(Director). (2007). King of Kong. [Film]. United States.
Chapter 4
Figure 4.1 Photographs of the researcher doing push-ups and getting stuffed 101into ‘The Box’ (Taken by Multiplay Photographers) https://www.flickr.com/photos/mpuk/albums
Figure 4.2 Gold’s (1958) classification scheme of participant observer roles 102
Chapter 5
Figure 5.1 A diagram showing three types of video game attenders 121
Figure 5.2 The ‘after-party’ pub gathering after London MCM Comic Con 133 [Photographed by Ying-Ying Law]
Figure 5.3 The exhibition hall of Insomnia57 (i57) 137
Figure 5.4 The Distant Worlds (2014) Meet & Greet [left], and 146‘The hands that touched Nobuo Uematsu and Arnie Roth’ [right][Photographed by Ying-Ying Law]
Figure 5.5 Signed items from the Distant Worlds (2014) Meet & Greet 147[Photographed by Ying-Ying Law]
Figure 5.6 Photographs of Final Fantasy fans at a social gathering, posing 148with the Louis Vuitton advert, featuring Lightening from Final Fantasy XIII [Photographed by Final Fantasy Fans]
Figure 5.7 The researcher in cosplay – Character: Hanji (Attack of Titan) 149 [Photographed by Ying-Ying Law]
Figure 5.8 Cosplay trend in 2012 (Sword Arts Online), 2013 150(Attack on Titan) and 2014 (Frozen) http://static.fjcdn.com/pictures/Cosplay+trends_f851b4_5082824.jpg
Figure 5.9 A photograph of the researcher making 3D manoeuvre gear 152[Photographed by Ying-Ying Law]
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Figure 5.10 A group photo of Attack on Titan cosplayers 153(London MCM Comic Con, 2013) http://foxseye.deviantart.com/art/All-the-Attack-On-Titan-410848325
Figure 5.11 The researcher and Attack on Titans cosplayers role-playing 154[Photographed by Ying-Ying Law]
Figure 5.12 Opening Ceremony at i50 – BYOC gamers trying to obtain 157‘The Box’
Figure 5.13 Pub Quiz – i56 159
Figure 5.14 Building the biggest beer and pizza box tower [left], 160and competing in the boat race [right]-
Figure 5.15 LAN treasure, an extension cable (left) and a grimy keyboard 163(right) [Photographed by Ying-Ying Law]
Figure 5.16 A photograph of seven pairs of shoes outside the hosts flat 168[Photographed by Ying Ying Law]
Figure 5.17 Insomnia Gaming Festival Event Crew Application 170
Figure 5.18 Play Expo Blackpool (2014) staff photo with Jesse McClure 172
Figure 5.19 A diagram showing rules on how to play ‘man hunt’ 174(Cabin Fever 1, 2014)
Figure 5.20 FalcoMaster3000 playing in tournament (left) 180and a short animated video of FalcoMaster3000 on YouTube (right)
Figure 5.21 Group stages (Insomnia53) 182
Figure 5.22 The career of a sport fan/ video gamer (Crawford, 2012, p.63) 183
Figure 5.23 Researcher hitting Legend in Hearthstone 184
Figure 5.24 A ‘painted’ customised controller (left) and GCC mod controller 187(right)
Figure 5.25 A Hearthstone player receiving a cheque for coming third at 188Insomnia52
Figure 5.26 Prof Pro vs. Rolex $100 money match 189– Prof Pro’s ‘salt dance’ from winning the first gamehttps://www.youtube.com/watch?v=w3VQUEmsO8M
Figure 5.27 Prof Pro vs. Rolex $100 money match 190– Rolex’s ‘salt dance’ after winning the second gamehttps://www.youtube.com/watch?v=w3VQUEmsO8M
Figure 5.28 Video game-goers queuing at Eurogamer Expo [2013] 191
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Chapter 6
Figure 6.1 Photograph of Distant Worlds [Photographed by Ying-Ying Law] 206
Figure 6.2 A photograph of a BYOC gamer’s dinner (Insomnia i53 – LAN) 219[Photographed by Ying-Ying Law]
Figure 6.3 A photograph of the researchers’ neighbours ‘food supply’ at 222Insomnia53
Figure 6.4 A photograph of a tower made from energy drinks (Insomnia i53) 224[Photographed by Ying-Ying Law]
Figure 6.5 A photograph and eating chicken together 225
Appendix B
Figure B.1 The information section of the Typeform questionnaires. 251
Figure B.2 Question 1 - The consent form section of the Typeform 252questionnaires
Figure B.3 Question 2 – How old are you? 252
Figure B.4 Question 3 – What gender are you? 253
Figure B.5 Question 4 – Where have you travelled from? 250
Figure B.6 Question 5 – What is your current occupation? 254
Figure B.7 Question 6 – What is your martial status? 254
Figure B.8 Question 7 – What is your yearly income? 255
Figure B.9 Question 8 – How did you hear about this event? 255
Figure B.10 Question 9 - Who do you attend to these video game events with? 256Figure B.11 Question 10 – What is your main reason for attending video 256
game events?
Figure B.12 Question 11 – Have you considered doing any of the following 256when attending gaming events?
Figure B.13 Question 12 – Is there anything you intend to purchase 257specifically from this event?
Figure B.14 Question 13 – Do you attend to other gaming events? 257
Figure B.15 Question 14 – Follow up question (from question 13) 258
Figure B.16 Question 15 – Follow-up interview or follow-up interview 258
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Figure B.17 Additional Question 1 – How does playing games at video 259game events differ in comparison to playing at home?
Figure B.18 Additional Question 2 – Do you consider meeting face-to-face 259with other gamers important? And why?
Figure B.19 Additional Question 3: Please write a short description of your 260experience at certain video game events
Figure B.20 Additional Question 4: what does attending certain video game 260events mean to you?
Figure B.21 An example of a ‘Typeform’ result and general report, 261from one of the research questionnaires
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List of Tables
Tables
page
Chapter 1
Table 1.1 The five major types of analysis and their characteristics 8(Egenfeldt-Nielsen et al. 2013., p. 10)
Chapter 4
Table 4.1 List of the Video Game Events 83
Table 4.2 Pilot Study Questionnaire – What is your gender? 93
Table 4.3 Pilot Questionnaires – What is your age? 94
Table 4.4 Pilot Questionnaire – What is your current occupation? 94
Table 4.5 Pilot Questionnaire – Have you considered doing any of the 95following when attending gaming events?
Table 4.6 Interview Participants 98
Table 4.7 Group Interview Participants 99
Table 4.8 Timetable 110
Chapter 5
Table 5.1 The Typology of Video Gamer Roles – Mundane and 123Spectacular Moments
Table 5.2 The first episode from the series of video game events in the UK 138
Table 5.3 The Four Stages of Competitive Gaming 179
Appendix C
Table C.1 Interview Participants 265
Table C.2 Group Interview Participants 267
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AcknowledgmentsI would like to thank my supervisors Prof. Garry Crawford, Dr Victoria Gosling and Dr Daniel Muriel for all the advice, invaluable guidance, and support provided throughout this research. I would like to thank my personal tutor, Dr Andrew Clark for providing guidance and support. I would also like to thank my family and friends, especially my Mum and Dad, two sisters, Yuen-Man Law and Po-Yee Law, and last but not least, Anthony Lee for the support and encouragement they have given me over the last four years. Finally, I would like to thank anyone and everyone who participated, contributed or commented on this research – in particular, this memorable comment:
‘Keep writing, do it for us’
Throughout this research, I have travelled a lot - hence the title of this research, ‘The Travelling Gamer’. However, the title does not represent my efforts for travelling to numerous video game events, but the thousands of people, who are usually separated by distance, coming together to pursue their interests in video games. Video game events are not just about playing video games, it is about the gamers, the organisers and the volunteers who make it happen - without your dedication, socialisation, and tuition, this research would not have been possible.
Thank you.
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AbstractThis thesis is an ethnography of video gamers and video game events. It considers the
social and cultural practices of video gamers away from the video game screen, and in
particular focuses on those who participate in, and attend, various video game related
events. Previous studies on video games have often focused on the isolation of video
gamers (in small groups) or the textual analysis of video games themselves. However,
these focuses have often been too closely aligned with a very narrow understanding of
(direct) play, which often ignore the social aspect of video gaming away from the video
game screen.
Using an ethnographic approach, consisting of questionnaires, interviews, group
interviews, and extensive observational research, this research considers the social
significance of video games in enabling and maintaining social networks, patterns and the
identity formations of those who attend various video game events across the United
Kingdom; including video game conventions [MCM Comic Con, Eurogamer/EGX
Rezzed, Play Expo], tournaments and competitions [Edmas 2, Edintines, Manchester
Monthly Regionals], local area network parties [Insomnia Gaming Festivals
i50/i51/i52/i53/i54/i55/i56], game related musical events [Video Games Live, Final
Fantasy Orchestral concerts and Legend of Zelda Orchestral concerts] and other video
game practices away from the video game screen.
The research findings suggest that video game events are not just about playing video
games. Video game events provide a unique opportunity for video gamers, who are usually
separated by distance, to come together and interact in meaningful ways, besides gaming
itself. Many of those who attend video game events often engage themselves through
various forms of socialisation, tuition, and social progression, that are often taken for
granted. Therefore, this research seeks to provide an understanding of an important, but
largely under-researched aspect of video gamer culture.
Supervisor: Dr Victoria Gosling
Co-Supervisor: Prof. Garry Crawford & Dr Daniel Muriel
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