Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 4

first rewind previous Page / 1 next fast forward last

Search results

help Sort By:

help Limit search:
first rewind previous Page / 1 next fast forward last
EN
In my contribution I want to investigate, from a theoretical point of view but also with methodological and practical consequences, the qualitative role of metaphor in social research. As tool able to improve and facilitate the visualization of complex ideas and states of mind, this rhetorical figure permits to obtain more information from interviewed people about topics hard to access in common interviews. This goal can be achieved by the build of the so called “tomen”, an artifact/experience design created by the subject(s) interviewed which represents a gate point from which explore hidden dimensions, individual as diffused. Furthermore, the metaphor offers a strong link to another concept that now in sociology needs an operative dimension, the game: a buzz word that I intend as social frame of experience positioned in an artificial setting, a “magic circle”, able to represent in its operations a collective metaphor which gives us enormous possibilities to configure and set the ground of analysis.
EN
The focus of the article is on data-self technology in digital entertainment - virtual entities that replicate and/or are influenced by players’ behaviors and actions, working as agential mirrors on the screen. Little efforts have been done in investigating their potential in social research and educational technology; however, data-selves can serve as promising self-revealing tools toward personal identities and narrations. In order to enlighten their effectiveness, a multidisciplinary framework led by the core concepts of “narrative identity” and “discursive-practical consciousness” is advanced. The proposal has been tested (pre-post interviews and play sessions) with an empirical exploration involving n:32 participants and the video games Black and White 2 and Forza: Motorsprint 5, which include data-self features. Results show that this technology can make a difference in engaging and stimulating subjects’ interest and feedback, but further researches are needed to deepen its scope and range of application.
EN
The article focuses on an empirical procedure aimed to harness digital games in exploring sensible issues in social research. By merging qualitative and creative methods and taking into account suggestions from Sociology, Media Studies, and Game Studies, the suggested approach combines single interviews, focus groups and participative design exercises according to a creative learning path. In order to put its effectiveness to the test, four groups of players (N: 20) with different attitudes toward play were recruited for addressing the theme of sustainability. The digital games Crusader Kings 2 and Sid Meier’s Alpha Centauri were selected as facilitating tools due to the related pertinence. Results show an increment of consciousness and awareness about the topic and a noteworthy potential in engaging subjects and stimulating their feedback in empirical investigations. In turn, some limits emerged to the extent that further interventions are required to stress and relativize the proposal.
EN
This proposal focuses on the multifaceted interplay between video games, connectiveness, and online communities in a time of emergency; COVID-19 has presented challenges for teenagers, forcing them to re-mediate their interactions with peers. Digital entertainment has been frequently accused to be a bearer of negative attitudes and anti-social behaviors, but there is also relevant evidence about how video games can foster bonding and inclusion. Nevertheless, updated lenses are needed for understanding the impact of the pandemic on playing and vice versa; in other words, video games can become a lens through which we can understand how teenagers and young adults experience and see the world around them, especially during these turbulent times. Moreover, video games are increasingly experienced in multiple ways, from watching live shows on Twitch.tv to discussing games on Reddit; as such, this additional layer must be investigated too for situating the impact of gaming practices on social and individual schemes. This article intends to provide a snapshot of how this medium can be used as a catalyst for social research, looking at its consumption but also at the social halo it conveys. More specifically, an ethnographic approach has been chosen for providing an intensive analysis of how the acclaimed video game Animal Crossing was perceived and used as a socializing tool by a teenager.
first rewind previous Page / 1 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.