Ethnography and Virtual Worlds is the only book of its kind--a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnographyFor instance, we would not classify Bioshock or Myst as virtual worlds, although Uru, a networked instantiation of the Myst world, does meet the definition. ... For instance, the Sage Handbook of Online Research Methods weighs in at 2.7 pounds, with twenty-nine chapters across 592 ... handbAc existed before the year 900 (Algeo 1993:282; see also Connors 1997), and the history of manual goes back atanbsp;...
|Title||:||Ethnography and Virtual Worlds|
|Author||:||Tom Boellstorff, Bonnie Nardi, Celia Pearce, T. L. Taylor|
|Publisher||:||Princeton University Press - 2012-09-16|