Multiverse ethnography: A qualitative method for gaming and technology use research | Intellect Skip to content
1981
Cyberpunk 2077
  • ISSN: 1757-191X
  • E-ISSN: 1757-1928

Abstract

This article introduces as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes carrying out coordinated synergetic ethnographic work on the same research object, thus producing a of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, and . Explorative thematic findings regarding both titles are reported and methodological implications of multiverse ethnography are discussed.

Funding
This study was supported by the:
  • Academy of Finland (Award 312397)
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2022-04-01
2024-02-28
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