Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplay

This article argues for the adoption of an immersive-participatory method when analysing interactive media. It builds upon and extends existing theorisations of immersion and applies them to the development of new methods of analysis. This paper theorises immersion during gameplay as an affective, e...

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Main Author: Joanna Cuttell
Format: Article
Language:English
Published: University of Bucharest 2015-06-01
Series:Journal of Comparative Research in Anthropology and Sociology
Subjects:
Online Access:http://compaso.eu/wpd/wp-content/uploads/2015/08/Compaso2015-61-Cuttell.pdf
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spelling doaj-77796a63d0a249929665770fcdef32e32020-11-25T01:21:21ZengUniversity of BucharestJournal of Comparative Research in Anthropology and Sociology2068-03172068-03172015-06-01615575Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplayJoanna Cuttell0Department of Sociology, University of WarwickThis article argues for the adoption of an immersive-participatory method when analysing interactive media. It builds upon and extends existing theorisations of immersion and applies them to the development of new methods of analysis. This paper theorises immersion during gameplay as an affective, embodied state, which is both active and passive and achieved via both visual and imaginative engagement with the game world and haptic communication with the player character. This article’s argument is fourfold: firstly, it situates and negotiates the tensions surrounding the major debates, discussions and analyses in the study of immersion, both within gaming and in wider contexts; secondly, it argues for the inclusion of a participatory immersive method to be undertaken by the researcher when analysing media (especially interactive media such as video games); thirdly, it outlines the ways in which this method could be implemented by researchers, and finally, it draws on examples from my own research journal and discusses the possibility of a moral habitus which allows the player to engage in violent gameplay without experiencing the moral dissonance that can disrupt immersive states. Ultimately, this article aims to render the position of the researcher visible in order that we might gain critical purchase on the immersive praxis of gaming and the ethical/political responses of the player. In so doing, it is hoped that this article will aid theoretical and methodological innovation in this field and provoke discussion in a wider media studies context.http://compaso.eu/wpd/wp-content/uploads/2015/08/Compaso2015-61-Cuttell.pdfImmersioninteractive mediareflexivityautoethnographyethical responsehabitus
collection DOAJ
language English
format Article
sources DOAJ
author Joanna Cuttell
spellingShingle Joanna Cuttell
Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplay
Journal of Comparative Research in Anthropology and Sociology
Immersion
interactive media
reflexivity
autoethnography
ethical response
habitus
author_facet Joanna Cuttell
author_sort Joanna Cuttell
title Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplay
title_short Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplay
title_full Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplay
title_fullStr Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplay
title_full_unstemmed Arguing for an immersive method: Reflexive meaning-making, the visible researcher, and moral responses to gameplay
title_sort arguing for an immersive method: reflexive meaning-making, the visible researcher, and moral responses to gameplay
publisher University of Bucharest
series Journal of Comparative Research in Anthropology and Sociology
issn 2068-0317
2068-0317
publishDate 2015-06-01
description This article argues for the adoption of an immersive-participatory method when analysing interactive media. It builds upon and extends existing theorisations of immersion and applies them to the development of new methods of analysis. This paper theorises immersion during gameplay as an affective, embodied state, which is both active and passive and achieved via both visual and imaginative engagement with the game world and haptic communication with the player character. This article’s argument is fourfold: firstly, it situates and negotiates the tensions surrounding the major debates, discussions and analyses in the study of immersion, both within gaming and in wider contexts; secondly, it argues for the inclusion of a participatory immersive method to be undertaken by the researcher when analysing media (especially interactive media such as video games); thirdly, it outlines the ways in which this method could be implemented by researchers, and finally, it draws on examples from my own research journal and discusses the possibility of a moral habitus which allows the player to engage in violent gameplay without experiencing the moral dissonance that can disrupt immersive states. Ultimately, this article aims to render the position of the researcher visible in order that we might gain critical purchase on the immersive praxis of gaming and the ethical/political responses of the player. In so doing, it is hoped that this article will aid theoretical and methodological innovation in this field and provoke discussion in a wider media studies context.
topic Immersion
interactive media
reflexivity
autoethnography
ethical response
habitus
url http://compaso.eu/wpd/wp-content/uploads/2015/08/Compaso2015-61-Cuttell.pdf
work_keys_str_mv AT joannacuttell arguingforanimmersivemethodreflexivemeaningmakingthevisibleresearcherandmoralresponsestogameplay
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