Pokémon GO in the Field: Digital Gaming Apps and Ethnographic Methods.
Qualitative, ethnographic research methods are rooted in relational contacts within social networks. Such contemporary social networks are being facilitated by digital devices and the related applications designed for interpersonal connection and communication. Online games have also emerged as a re...
| Publicado en: | Journal of Folklore Research Vol. 57; no. 3; pp. 63 - 86 |
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| Formato: | Artículo |
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Indiana University Press
Sep-Dec2020
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=146705864&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 146705864 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 07377037 28N jtl: Journal of Folklore Research issn: 07377037 maglogo: N pubinfo: dt: Sep-Dec2020 vid: 57 iid: 3 pid: 211 pub: Indiana University Press artinfo: ui: 146705864 10.2979/jfolkrese.57.3.03 ppf: 63 ppct: 23 formats: fmt: – @attributes: type: T – @attributes: type: P size: 169KB tig: atl: Pokémon GO in the Field: Digital Gaming Apps and Ethnographic Methods. aug: au: Young, Nathan affil: Ohio State University Columbus su: Pokémon Go Video games Social interaction Social networks Digital technology Interpersonal communication sug: subj: Pokémon Go Video games Social interaction Social networks Digital technology Interpersonal communication ab: Qualitative, ethnographic research methods are rooted in relational contacts within social networks. Such contemporary social networks are being facilitated by digital devices and the related applications designed for interpersonal connection and communication. Online games have also emerged as a result of the proliferation of these digital technologies. Pokémon GO is one such game that relies on networking and geographical/spatial exploration. Gameplay brings people together into both physical and virtual spaces, thus forming expanding networks. Further, Pokémon GO rewards social and gaming competencies while cutting across networks based on other, more typical affinities and identities. Based on my recent experiences, I contend that activities such as playing Pokémon GO , which mediate virtual and physical spaces, are shaping ethnographic encounters and fieldwork research. This article explores how handheld digital technology mediates relationships and contacts, thus facilitating folkloristic and anthropological research methods and data collection in the field. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Journal of Folklore Research is the property of Indiana University Press and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Journal of Folklore Research holder: Indiana University Press dt: @attributes: year: 2020 holdings: @attributes: islocal: N |
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