Construction of a playspace autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft

Tämä tutkimus käsittelee massiivisesti monipelattavan netti rooli-peli World of Warcratin pelaamisen ajallisia ja paikallisia rajoja fenomenologisella ja autoetnografisella lähestymistavalla. Tutkimus selvittää tapahtuuko pelaaminen taikapiirin sisällä ja voidaanko taikapiirin rajojen katsoa olevan...

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Main Author: Ruotsalainen, Maria
Other Authors: Humanistinen tiedekunta, Faculty of Humanities, Taiteiden ja kulttuurin tutkimuksen laitos, Department of Art and Cultural Studies, University of Jyväskylä, Jyväskylän yliopisto
Format: Master's thesis
Language:eng
Published: 2015
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/46108
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author Ruotsalainen, Maria
author2 Humanistinen tiedekunta Faculty of Humanities Taiteiden ja kulttuurin tutkimuksen laitos Department of Art and Cultural Studies University of Jyväskylä Jyväskylän yliopisto
author_facet Ruotsalainen, Maria Humanistinen tiedekunta Faculty of Humanities Taiteiden ja kulttuurin tutkimuksen laitos Department of Art and Cultural Studies University of Jyväskylä Jyväskylän yliopisto Ruotsalainen, Maria Humanistinen tiedekunta Faculty of Humanities Taiteiden ja kulttuurin tutkimuksen laitos Department of Art and Cultural Studies University of Jyväskylä Jyväskylän yliopisto
author_sort Ruotsalainen, Maria
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description Tämä tutkimus käsittelee massiivisesti monipelattavan netti rooli-peli World of Warcratin pelaamisen ajallisia ja paikallisia rajoja fenomenologisella ja autoetnografisella lähestymistavalla. Tutkimus selvittää tapahtuuko pelaaminen taikapiirin sisällä ja voidaanko taikapiirin rajojen katsoa olevan samat kuin itse digitaalisen pelin. Taikapiiri on Johan Huizingan (1938) määrittämä konsepti ja sen mukaan pelin ja leikin kokemus on ajallisesti ja tilallisesti muusta ympäristöstä rajattua aktiviteettia. Tutkimuksessa tutkijan oma pelaamisen kokemus on otettu autoetnografisen analyysin lähtöpisteeksi ja pelaamisen kokemuksen kautta arvioidaan onko pelaaminen suljettua pelin sisään vai ylittääkö se pelin rajat. Tutkimus ehdottaa että pelaaminen ylittää pelin rajat ja taikapiiri ei ole sama asia kuin peli ja sen rajat. Tässä se seuraa Stenrosin (2014) ehdotelmaa jonka mukaan pelin raameja on useampi kuin yksi. Tutkimus ehdottaa että pelaamisen taikapiirin on laajempi kuin pelin digitaalinen alue. Taikapiiri itsessään on myös periksi antava ja sen reunat ovat sumeat ja muuttuvat eri pelaamisen kokemuksien myötä. Tutkimus ehdottaa konseptia pelitila kuvaamaan tätä muokkautuvaa ja liikkuvaa pelaamisen kokemuksen tilaa. Siitä huolimatta että pelitila on yksilöity tila joka muokkautuu suhteessa pelaajaan, joitakin yleisiä tendenssejä voidaan määrittää analysoimalla peliä itsessään: Pelin ajalliset ja paikallalliset kehykset voivat ehdottaa kuinka paljon pelin ulkopuolelta voidaan tuoda pelitilaan. Pelin ajalliset ja paikalliset kehykset ovat analysoitu hyödyntämällä Zagasia ja Mateasta (2007), Ricoeuria (1992, 2004) sekä de Mullia (2005). Tutkimuksessa ehdotetaan että koska World of Warcraft on ”avoin maailma” peli, joka vahvasti rohkaisee sosialisaatioita ja yhteistyötä pelaajien välillä, se itsessään mahdollistaa ja ehdottaa pelitilan laajentamista itse pelin ulkopuolelle. This study addresses the temporal and spatial boundaries of the play of massively multiplayer online role-playing game World of Warcraft with phenomenological and autoethnographical approach. The study assesses if the play happens inside a magic circle and can this magic circle be equated with the digital game. Magic circle is concept defined by Johan Huizinga (1938) and it maintains that play activity is spatially and temporally separated activity. In this study the play experience of the author has been taken as the starting point of the autoetnographic evaluation and through the play-experience it is assessed if the play is disclosed to the game or if it surpasses the limits of the game. The study suggests that play escapes beyond the boundaries of the game and that magic circle cannot be equated with the game platform. In this it follows Stenros (2014): Instead of one frame of the play or one magic circle we have multiple. This study suggests that the magic circle of play is larger than the digital area of the game. The magic circle itself becomes permeable too. Its edges are hazy and differ from one play experience to another. The study suggests the use of term playspace for this hazy and shifting area of play. Despite the fact that playspace is individualized space which varies in relation to the players, some general tendencies can be found by analysing the game itself: the game temporality and spatiality can suggest how much can be brought from outside of the game to the playspace. The analysis of the game temporality is done by following Zagas and Mateas (2007), Ricoeur (1992, 2004) and de Mul (2005). It is suggested that as World of Warcraft is open world game which heavily encourages co-operation and socialization between the players, the game itself facilitates and encourages expanding the playspace beyond the area of the game.
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spellingShingle Ruotsalainen, Maria Construction of a playspace : autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft World of Warcraft Digital Culture (maisteriohjelma) International Master's Degree Programme in Digital Culture Autoetnografia Fenomenologia 319 kokemukset pelaaminen roolipelit verkkopelit
title Construction of a playspace : autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft
title_alt Autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft
title_full Construction of a playspace : autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft
title_fullStr Construction of a playspace : autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft Construction of a playspace : autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft
title_full_unstemmed Construction of a playspace : autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft Construction of a playspace : autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft
title_short Construction of a playspace
title_sort construction of a playspace autoethnographical inquiry to temporal and spatial frames of the play experience of world of warcraft
title_sub autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft
title_txtP Construction of a playspace : autoethnographical inquiry to temporal and spatial frames of the play experience of World of Warcraft
topic World of Warcraft Digital Culture (maisteriohjelma) International Master's Degree Programme in Digital Culture Autoetnografia Fenomenologia 319 kokemukset pelaaminen roolipelit verkkopelit
topic_facet 319 Autoetnografia Digital Culture (maisteriohjelma) Fenomenologia International Master's Degree Programme in Digital Culture World of Warcraft kokemukset pelaaminen roolipelit verkkopelit
url https://jyx.jyu.fi/handle/123456789/46108 http://www.urn.fi/URN:NBN:fi:jyu-201505282092
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