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Eludamos: Journal for Computer Game Culture
Matilda Ståhl and Fredrik Rusk examined how they played together over Xbox voice chat. They used the "Wasted on Nukashine" fraternity-party quest as a case of a "party-like" experience.
Matilda Ståhl and Fredrik Rusk's duoethnography examines how two researchers shaped their co-play of Fallout 76 over Xbox voice chat between December 2021 and April 2022. Drawing on Nicholas Taylor's concept of dynamic boundaries, the study argues that online play can constitute a form of partying, and it uses the game's "Wasted on Nukashine" fraternity-party quest as a case of a "party-like" experience. The authors position autoethnographic and duoethnographic methods as a means of studying partying in practice, particularly in settings marked by power asymmetry, with the goal of surfacing boundaries that might otherwise go unexamined.
The authors identify three interlocking categories of boundaries: spatial, game-design, and temporal. Their shared console setups in family living spaces made their play visible and audible to household members, producing interruptions and confusion, and the researchers conclude that a dedicated gaming space would reduce such interference, though access to one depends on financial privilege. The study finds that the game's design was the most salient factor shaping their experience. Fallout 76's 24-player public servers, with no private option, limited or concealed voice chat that required external Xbox software, and the lack of tools for handling strangers who overstayed in player camps all constrained their play. Temporal boundaries, particularly scheduling around one author's family responsibilities and gendered expectations of flexibility, further determined when and how often they could play together.
Reflecting on a single session of the frat-party quest, the authors argue that the time invested in co-play, how it is managed, and who bears its costs are analytically significant for party studies. Both authors are white, cisgender, middle-class academics, and they acknowledge how gendered labor and time privilege structured their collaboration. They also observe that the quest's lighter, less gory tone offers relief from the series' bleak themes while possibly reflecting a nostalgic, normative vision of the 1950s. The authors conclude that the boundaries of co-play, including temporal and academic power dynamics, should be discussed openly rather than assumed.
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