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Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds

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This is a study of interaction in massively multiplayer online games. The general interest concerns how action is coordinated in practices that neither rely on the use of talk-in-interaction nor on a socially present living body. For the participants studied, the use of text typed chat and the largely underexplored domain of virtual actions remain as materials on which to build consecutive action. How, then, members of these games can and do collaborate , in spite of such apparent interactional deprivation, are the topics of the study. More specifically, it addresses the situated practices that participants rely on in order to monitor other players’ conduct, and through which online actions become recognizable as specific actions with implications for the further achievement of the collaborative events. The analysis shows that these practices share the common phenomenon of projections. As an interactional phenomenon, projection of the next action has been extensively studied. In relation to previous research, this study shows that the projection of a next action can be construed with resources that do not build on turns-at-talk or on actions immediately stemming from the physical body—in the domain of online games, players project activity shifts by means of completely different resources. This observation further suggests that projection should be possible through the reconfiguration of any material, on condition that those reconfigurations and materials are recurrent aspects of some established practice.

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Bennerstedt, Ulrika; Ivarsson, Jonas (2010): Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds. Computer Supported Cooperative Work (CSCW): Vol. 19, No. 2. DOI: 10.1007/s10606-010-9109-8. Springer. PISSN: 1573-7551. pp. 201-230

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collaborative gaming, conversation analysis, coordinated action, ethnomethodology, gameplay, massively multiplayer online game, projectability, recognizability, virtual action

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Number of citations to item: 19

  • Burak S. Tekin (2024): Disciplined body: How players design their game movements for the machine, In: Discourse, Context & Media, doi:10.1016/j.dcm.2023.100754
  • Teppo Jakonen, Heidi Jauni (2022): Telepresent Agency: Remote Participation in Hybrid Language Classrooms via a Telepresence Robot, In: New Materialist Explorations into Language Education, doi:10.1007/978-3-031-13847-8_2
  • Patricia Garcia, Marika Cifor (2019): Expanding Our Reflexive Toolbox, In: Proceedings of the ACM on Human-Computer Interaction CSCW(3), doi:10.1145/3359292
  • Stuart Reeves, Christian Greiffenhagen, Eric Laurier (2016): Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play, In: Topics in Cognitive Science 2(9), doi:10.1111/tops.12234
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  • Fredrik Rusk, Matilda Ståhl (2022): Coordinating teamplay using named locations in a multilingual game environment - Playing esports in an educational context, In: Classroom Discourse 2(13), doi:10.1080/19463014.2021.2024444
  • Burak S. Tekin, Stuart Reeves (2017): Ways of Spectating, In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, doi:10.1145/3025453.3025813
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  • Jeanette Blomberg, Helena Karasti (2013): Reflections on 25 Years of Ethnography in CSCW, In: Computer Supported Cooperative Work (CSCW) 4-6(22), doi:10.1007/s10606-012-9183-1
  • Fredrik Rusk, Matilda Ståhl, Nicholas Taylor (2024): Callouts as a coordinating device in a team-based networked first-person shooter game, In: Social Sciences & Humanities Open, doi:10.1016/j.ssaho.2023.100753
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  • Hanna Svensson, Burak S. Tekin (2021): Rules at Play: Correcting Projectable Violations of Who Plays Next, In: Human Studies 4(44), doi:10.1007/s10746-021-09591-6
  • Burak S. Tekin (2021): Quasi-instructions: Orienting to the projectable trajectories of imminent bodily movements with instruction-like utterances, In: Journal of Pragmatics, doi:10.1016/j.pragma.2021.10.018
  • Ulrika Bennerstedt, Jonas Ivarsson, Jonas Linderoth (2011): How gamers manage aggression: Situating skills in collaborative computer games, In: International Journal of Computer-Supported Collaborative Learning 1(7), doi:10.1007/s11412-011-9136-6
  • Daniel Recktenwald (2017): Toward a transcription and analysis of live streaming on Twitch, In: Journal of Pragmatics, doi:10.1016/j.pragma.2017.01.013
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