2019
DOI: 10.17576/jkmjc-2019-3504-01
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Gamemunication: Prosthetic Communication Ethnography of Game Avatars

Abstract: This study revisits Hymes' ethnography of communication for game avatars, functioning as a communication nexus connecting games and gamers. Hymes formulates his ethnography of communication into SPEAKING (Settings and Scenes, Participants, Ends, Act Sequences, Keys, Instrumentalities, Norms, and Genres) and this formula deems to be unfit to explain how game avatars communicate. Implementing Klevjer's prosthetic telepresence (2012) to analyze sixty-two game titles, it is revealed that SPEAKING requires an exten… Show more

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Cited by 1 publication
(3 citation statements)
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“…Completed, taxonomy analysis commenced. In this second phase of analysis, taunts were analyzed based on GAMING formula by Purnomo et al (2019), ludus by Caillois (1961), and lability and merriness by Huizinga (2014) to indicate how the verbal and non-verbal elements of the game characters influence the emergence of their taunts. Done, componential analysis took place.…”
Section: Discussionmentioning
confidence: 99%
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“…Completed, taxonomy analysis commenced. In this second phase of analysis, taunts were analyzed based on GAMING formula by Purnomo et al (2019), ludus by Caillois (1961), and lability and merriness by Huizinga (2014) to indicate how the verbal and non-verbal elements of the game characters influence the emergence of their taunts. Done, componential analysis took place.…”
Section: Discussionmentioning
confidence: 99%
“…The communication happened in games, as laid out by Purnomo et al (2019), is called prosthetic communication, where players require the presence of an avatar or game character to relay their communication. When the players want to taunt, for instance, they are dependent on what communication mechanics the games provide through the avatars and game characters.…”
Section: Introductionmentioning
confidence: 99%
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