The relevance of rules: Negotiations and accounts in co-operative and co-located computer gaming
2008 (English)In: The [Player],2008, Proceedings of the [player] conference: IT University of Copenhagen , 2008, 335- p.Conference paper (Refereed)
Rules are everywhere in computer gaming, determining everything from simulated physics to the
success of avatars- actions. These rules may or may not be known and available for the players in
their comprehension of the game. This study shows some interactional circumstances in which
the players- formulations of their gaming, their accounts of their play, are done with reference to
the game-s rules. Video data is taken from a short period of fieldwork in an internet café, and
shows co-located concerted game play in World of Warcraft (2005) and Warcraft III (2003).
Analyses evidentiate that player account for, and hold each other to accountable to, the game-s
rules in a variety of ways. Rules are shown to figure in players- account as discursive devices to
determine which actions are appropriate at a specific time, but also to describe the enjoyment of
the game or to demonstrate and test the players- own gaming competence. In this way, the rules
of the game and the players- own rules of behavior can be seen as interconnected.
Place, publisher, year, edition, pages
Proceedings of the [player] conference: IT University of Copenhagen , 2008. 335- p.
Gaming, rules, accountability, ethnomethodology
Social Sciences Interdisciplinary
IdentifiersURN: urn:nbn:se:liu:diva-44781Local ID: 77604OAI: oai:DiVA.org:liu-44781DiVA: diva2:265643