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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 i

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Page 1: AN ETHNOGRAPHY OF VIDEO GAME EVENTSusir.salford.ac.uk/40411/1/Abstract.docx · Web viewTHE TRAVELLING GAMER: AN ETHNOGRAPHY OF VIDEO GAME EVENTS Ying-Ying Law School of Nursing, Midwifery,

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

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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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