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Dixi Louise Strand
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Analytical strategies and methodologies for the study of virtual worlds
Ph.d. seminar, September 28th 12:00 - October 1st 13:00 2009, Roskilde University, Denmark Aim: To explore different methodological approaches in relation to the particularities of virtual worlds Invited professors and staff: Associate Professor TL Taylor, Center for Computer Games Research, IT University of Copenhagen Professor Thomas Köhler, University Innsbruck School of Management Academic Associate Greg Wadley, Department of Information Systems, The University of Melbourne Associate Professor Maja Horst, Department of Management, Politics and Philosophy, Copenhagen Business School Associate Professor Louise Phillips, Department of Communication, Business and Information Technologies, Roskilde University Post. Doc. CarrieLynn Reinhard, Department of Communication, Business and Information Technologies, Roskilde University Professor Sisse Siggaard Jensen, Department of Communication, Business and Information Technologies, Roskilde University Assertions about the significance of virtual worlds for innovation, business, and society circulate in media and public debate. Virtual worlds such as Second Life, EverQuest, Eve and World of Warcraft are inhabited by millions of people around the world. They are complex and involve intricate systems and several classes and characters that can be upgraded, transformed and multiplied. In a world such as Second Life, the virtual world resident’s co-design of the world is pivotal. Proficiency in scripting and graphic design facilitates the creation of self-produced objects, and systems exist for trading objects and virtual property in the virtual world currencies. ‘Virtual’ forms of communication, organisation, management, knowledge sharing and market dynamics have emerged along with these worlds. Likewise, a new field of academic inquiry is developing. Online ethnography, netography, and virtual ethnography were terms coined to designate the use of ethnographic methods and approaches to the study of computer-mediated practices. How can these methods be applied effectively to produce good analyses of virtual worlds? In what ways do ethnography of virtual interaction and communication extend and transform traditional approaches to field study, participant observation, interviewing, or discourse analysis? What are the specific methodological challenges when studying practices in which user-based design, transformation and co-creation are pivotal? What role might the notions of ‘laboratory’ and ‘experiments’ play, offline or online? This Ph.D. seminar brings together a number of contributors to illuminate such questions. T.L. Taylor (IT University of Copenhagen) specialises in researching the culture of online communities, e.g. massively multiplayer online games like EverQuest and World of Warcraft, as well as non-game virtual worlds. Her most recent work is on the professional computer gaming scene (such as the World Cyber Games) and the culture of high- end competitive play. Her analytical strategy combines ethnography, actor-network theory and a variety of qualitative methods. Thomas Köhler (University Innsbruck School of Management) has explored the opportunities virtual worlds offer for real-world innovation and how virtual worlds can be employed systematically for innovation management. His research draws upon ethnography, sociology, and in particular, grounded theory. Greg Wadley (University of Melbourne) conducts research on communication and collaboration in virtual worlds. His research applies ethnography, “quasi-experiments” as well as laboratory studies. Furthermore, Maja Horst (Copenhagen Business School) and Sisse Siggaard Jensen, Louise Phillips, and CarrieLynn Reinhard (Roskilde University) will provide examples of their research in/on virtual worlds applying laboratory experiments, participant observation, video analysis, discourse analysis, dialogic communication theory, actor- network theory and Dervin’s sense-making methodology. The course thus explores a broad range of different methodological and analytical approaches to virtual worlds. The course is organized as a workshop where afternoon group sessions are dedicated to in depth discussions of the Ph.D. students’ projects in smaller groups and hands-on exercises with the techniques presented. Participants are required to submit a 5-page paper discussing their own project’s methodology and particular challenges. These papers will form the point of departure for presentations and discussions in the group sessions. Venue: The course will take place at Roskilde University, Denmark (25 min. by train from Copenhagen). Lodging will be provided at Danhostel Roskilde Vandrehjem. Costs: Ph.d. students who are enrolled in the National Doctoral School in Media, Communication and Journalism (FMKJ) will have their expenses reimbursed by the School. For other participating ph.d. students, the course fee, including lodging and food, is estimated at DKK 1500, in addition to which expenses for travel and transportation must be taken into account. The course is limited to 20 Ph.D. students. ECTS: 3 ECTS Important dates: - Deadline for registration August 24th – including submission of 1-page paper outline - Notification of acceptance September 2nd - Deadline for 5-page paper contributions September 24th Contact for registration and paper submission: Dixi Louise Strand - dixi at ruc.dk Dixi Louise Strand, ph.d., project manager Roskilde University Department for Communication, Business, and Informations Technologies P.O. Box 260, DK-4000 Roskilde [hidden email] + 45 4674 3813 www.worlds.ruc.dk _______________________________________________ The [hidden email] mailing list is provided by the Association of Internet Researchers http://aoir.org Subscribe, change options or unsubscribe at: http://listserv.aoir.org/listinfo.cgi/air-l-aoir.org Join the Association of Internet Researchers: http://www.aoir.org/ |
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