Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds |
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Authors: | Ulrika Bennerstedt Jonas Ivarsson |
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Affiliation: | 1.Department of Education,University of Gothenburg,G?teborg,Sweden |
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Abstract: | 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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