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The phenomenology of the ''Other'' in computer game worlds

journal contribution
posted on 2024-11-01, 23:33 authored by Paul ScrivenPaul Scriven
This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal "Other." In discussing these issues using the vocabulary of Schutz's phenomenology, this article attempts to clarify some key concepts to contribute to a useful framework for conducting social research in computer game worlds. This article examines how the transcendent nature of online social experiences in game environments like World of Warcraft contribute to a distinct context of meaning. An understanding of the ways in which social game worlds can be constituted as sites of unique experience may be useful for researchers wishing to examine these spaces from ethnographic or similar perspectives.

History

Journal

Games and Culture: a journal of interactive media

Volume

13

Issue

2

Start page

193

End page

210

Total pages

18

Publisher

Sage

Place published

United States

Language

English

Copyright

© The Author(s) 2015

Former Identifier

2006055795

Esploro creation date

2020-06-22

Fedora creation date

2016-02-19

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