https://tidsskrift.dk/mediekultur/issue/feed MedieKultur: Journal of media and communication research 2018-07-04T11:49:06+02:00 Christian Hviid Mortensen chrhm@odense.dk Open Journal Systems Journal of media and communication research https://tidsskrift.dk/mediekultur/article/view/105913 Introduction to Special Issue: Media-ludic approaches: Critical reflections on games and research practice 2018-07-04T11:48:55+02:00 Torill Mortensen Toel@itu.dk Emma Witkowski emma.witkowski@rmit.edu.au Claus Toft-Nielsen ctn@cc.au.dk Introduction 2018-06-14T07:53:17+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/96990 I’d rather be a cyborg than a gamerbro: How masculinity mediates research on digital play 2018-07-04T11:49:02+02:00 Nick Taylor nttaylor@ncsu.edu <p><em>This article offers a feminist and media-theoretical approach to ethnographic reflexivity, understood as the researcher’s own agency in shaping encounters with and producing accounts of digital cultures. Looking specifically at male-dominated domains of intensive and competitive play in public sites, such as arcades, local area network (LAN) parties, and eSports tournaments, this article asks: How might masculinity mediate studies of digital play? To address this, I weave together feminist ethnography with materialist media theory, offering an understanding of researcher subjectivity (in this case, my subjectivity) as a media instrument: An assemblage of social locations and learned competencies which does not simply gather, but configures and legitimates, particular knowledges about gaming cultures. Applying this to a problematic instance from fieldwork I conducted at a large-scale gaming event in 2011, I work through the </em><em>methodological and epistemological quandaries associated with both studying and embodying the social privileges associated with male-dominated media cultures. </em></p> 2018-06-14T07:53:17+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/97014 Sensuous proximity in research methods with expert teams, media sports, and esports practices 2018-07-04T11:48:59+02:00 Emma Witkowski emma.witkowski@rmit.edu.au <p><em>This paper examines epistemological issues in game studies research, specifically exploring qualitative research approaches to networked, expert computer game teams who engage in esports practices. Expert teams deliver their expert practice in part through interembodied sensitivities to sensorial team-based phenomena, which is made across multiple bodies and machines in the process of play. Drawing on fieldwork with World of Warcraft Arena tournament esports teams and research methods orientations from games studies, sensuous ethnography, and sports studies, a position of sensuous proximity in games research is explored and developed as a suite of research guidelines for engaging with esports teams high performance practices. I suggest a research approach that involves differing lenses and stances in the study of embodied team play, and varying scales of sensuous proximity to the layers of expert team practices that augmens the notion of playing research in game studies. </em></p> 2018-06-14T07:53:17+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/96926 Research method for locative games 2018-07-04T11:49:06+02:00 Luiz Adolfo Andrade luizadolfoandrade@gmail.com <p><em>This paper presents a methodology approach for locative games studies using as reference the actor-network theory. The hypothesis supports that actor-network theory could be useful because it focuses on agencies between humans and non-humans; by the same way, it provides useful categories to support the researcher in the description of an emerging phenomenon. Locative gaming is a fruitful experience to use concepts from actor-network theory because it is connected to many humans and non-humans actants. In the attempt to achieve a research method for locative games using actor-network theory, this study provides a description of some game sessions of Pokémon GO played in Copenhagen during the summer of 2017.</em></p><p><em><br /></em><em></em></p><p><em><br /></em><em></em></p> 2018-06-14T07:53:17+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/97015 Real game worlds: The emotional reality of fictional worlds 2018-07-04T11:48:41+02:00 Torill Elvira Mortensen toel@itu.dk <p><em>There are two ways to understand play: one is to observe it, the other is to participate in it. Since 2001, game studies has promoted participation as one of the main requirements to understand play. Some play is so performative that while it can be observed, it also must be played. Game worlds, the worlds of online, multi-user games, are delicate constructs of make-believe and technology, which act as support and arenas for immersive, theatrical and/or competitive play. This is a discussion of how far virtual ethnography can take the researcher in understanding game worlds. </em></p><em>To explore this, this article will address play, game worlds and transmediality, as well as discuss methods. I will look to Lisbeth Klastrup and Susana Tosca to discuss story worlds, as well as to discussions led by Celia Pearce, Tom Boellstorff and T. L. Taylor (among others) to discuss ethnography in games and virtual ethnographies.</em> 2018-06-14T07:53:18+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/96924 On political activism in digital games 2018-07-04T11:48:45+02:00 Daniel Cermak-Sassenrath dace@itu.dk <p class="western" style="margin-left: 12.7mm; margin-right: 13.16mm; margin-bottom: 0mm; line-height: 100%;" align="justify"><em>This project investigates how players of digital games apply their own play with the intent to transmit political messages to other players. Acts of activism are collected from a sample of commercial multiplayer online games; three taxonomies are proposed of which one is used to present the findings, and popular patterns or structures of activism are identified. It is found that in-game activism often takes its cue from activism in everyday life, but that some original topics emerge, for example, the ownership of virtual worlds and practices of in-game political activism such as novel forms of rallies. Current political activism often appears to utilize generic and widely-shared game mechanics, rather than mechanics specific to individual games or genres. Games are therefore selected for their topics, availability, and costs, and popularity with the target audience</em></p> 2018-06-14T07:53:18+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/24837 Taking spoofs seriously: Spoofs as counter-narratives in volunteer discourse 2018-07-04T11:48:52+02:00 Cindie Maagaard cindiem@sdu.dk Marianne Wolff Lundholt malu@sdu.dk <p style="margin: 1em 0px; text-align: justify; line-height: normal; -ms-text-justify: inter-ideograph;"><em>This article explores how the theoretical framework of “counter-narrative” can be a resource for the analysis of spoofing videos. Using spoofs deployed by activist organizations to critique Western aid appeals and “voluntourism,” we 1) investigate the intertextual mechanisms of spoof videos as counter-narrative and how spoofers borrow generic conventions and use them to create alternative narratives, and 2) discuss the consequences of their cultural depictions, for example, for the discourse of volunteering, which we examine here, particularly in light of tendencies toward self-reflecting campaigns identified by Chouliaraki (2013). Through these understandings, we draw lessons about the counter-narrative potential of spoofs used as critique and edification and their ambivalent status as counter-narratives. As critiques, they may hold a mirror to viewers’ self-perceptions and motivations. Yet, this self-reflexive strategy carries the risk of self-congratulatory complicity with the genres they seek to critique and the discourses and power relations upon which they depend</em></p><p style="margin: 1em 0px; text-align: justify; line-height: normal; -ms-text-justify: inter-ideograph;"><span style="font-family: 'Times New Roman','serif'; font-size: 12pt; mso-ansi-language: EN-US;" lang="EN-US"> </span></p><p style="margin: 1em 0px; text-align: justify; line-height: normal; -ms-text-justify: inter-ideograph;"><span style="font-family: 'Times New Roman','serif'; font-size: 12pt; mso-ansi-language: EN-US;" lang="EN-US"> </span></p><p style="margin: 1em 0px; text-align: justify; line-height: normal; -ms-text-justify: inter-ideograph;"><span style="font-family: 'Times New Roman','serif'; font-size: 12pt; mso-ansi-language: EN-US;" lang="EN-US"> </span></p> 2018-06-14T07:53:18+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/25012 Hvorfor og hvordan ’betyder’ nethandel? Om blandingen af teksttyper i Zalandos netbutik [Why and how does online shopping ’mean’? On the mixing of textual types in Zalando’s web shops] 2018-07-04T11:48:48+02:00 Thomas Hestbæk Andersen thandersen@sdu.dk Theo van Leeuwen leeuwen@sdu.dk <p>Shopping is one of the many everyday activities that are increasingly digitally remediated. This not only transforms the high streets of our villages and towns, but also the way customers and retailers interact, the way retailers present goods to customers, the way customers can examine goods, and the perceived and real risks customers are exposed to. Goods that can be touched and handled in markets and brick-&amp;-mortar shops must now be inspected and selected by means of words and images, which presupposes linguistic and visual literacies. This article centres on an analysis of Zalando’s use of multimodal resources, and it shows how different registers intertwine. Also, it points to an increasing importance of language and it suggests that online shopping may in fact be less multimodal than face to face shopping, requiring linguistic skills and literacies not everyone possesses. The text analysis is related to findings from eye-tracking research and to findings from marketing studies, and thus bridges between different approaches to the study of online shopping.</p> 2018-06-14T07:53:18+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/105472 Kirsten Drotner & Sara Mosberg Iversen (red.): Digitale metoder. At skabe, analysere og dele data. Samfundslitteratur. 2017. 2018-07-04T11:48:38+02:00 Rikke Gaardboe gaardboe@business.aau.dk 2018-06-14T07:53:18+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/105667 Abigail De Kosnik: Rogue Archives. Digital Cultural Memory and Media Fandom 2018-07-04T11:48:34+02:00 Tanja Välisalo tanja.valisalo@jyu.fi 2018-06-14T07:53:18+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/105910 Margrethe Bruun Vaage: The Antihero in American Television 2018-07-04T11:48:26+02:00 Rikke Schubart schubart@sdu.dk 2018-06-14T07:53:18+02:00 ##submission.copyrightStatement## https://tidsskrift.dk/mediekultur/article/view/105837 Tore Rye Andersen, Jørgen Bruhn, Nina Christensen, Stefan Kjerkegaard, Sara Tanderup Linkis, Birgitte Stougaard Pedersen & Hans Kristian Rustad (red.): Litteratur mellem medier. Aarhus Universitetsforlag. 2018 2018-07-04T11:48:30+02:00 Anne-Mette Bech Albrechtslund annemetteba@gmail.com 2018-06-14T07:53:18+02:00 ##submission.copyrightStatement##