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DiGRA
The study argues that researchers must attend to the player-human as well as the player-avatar. Existing accounts of virtual communities leave out the offline context where play is constructed.
This study examines how Asian immigrant adolescents in New York City make sense of video games across multiple sites, including home, Internet cafés, and a university research lab. Its central thesis is that the meaning of video game play is shaped by the real-world physical and social conditions surrounding players, and that researchers therefore need to attend to the actions of the player-human as well as the player-avatar. Drawing on ethnomethodology, conversation analysis, and multisite ethnography, the author argues that existing "situated learning" accounts of virtual communities leave out the offline context in which play is constructed.
The data come from participant observation and audio and video recording of three Cantonese-speaking boys, aged 15 to 18, who attend the same public high school ESL program and are recent immigrants from China. The focal group played the fighting games Super Smash Brothers Melee and Naruto: Clash of Ninjas 2. Preliminary findings show that the players applied the unlocking logic of one game to another, misreading the second game's structure, and that they collaboratively negotiated what counts as "playing a video game," including rules against three-player matches and ad hoc norms about turn-taking and teaming. The author interprets these practices as locally constructed protocols that often diverge from designers' intended rules, and as meaningful to the players in ways the designers did not anticipate.
The study's scope is narrow, a single small group in one city, and its findings are explicitly described as preliminary. Its broader implications concern educational game design and literacy research, suggesting that learning in games is pervasive but unevenly distributed, and that "ways with games" may vary across groups as "ways with words" do. The author concludes that understanding these contextual, negotiated practices is necessary before video games can be meaningfully adopted as educational tools.
DiGRA · 2009