Gamemunication: prosthetic communication ethnography of game Avatars

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, an...

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Bibliographic Details
Main Authors: Purnomo, SF. Luthfie Arguby (Author), Purnama, SF. Lukfianka Sanjaya (Author), Untari, Lilik (Author), Nur Asiyah (Author), Novianni Anggraini (Author)
Format: Article
Language:English
Published: Penerbit Universiti Kebangsaan Malaysia, 2019.
Online Access:Get fulltext
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100 1 0 |a Purnomo, SF. Luthfie Arguby  |e author 
700 1 0 |a Purnama, SF. Lukfianka Sanjaya  |e author 
700 1 0 |a Untari, Lilik  |e author 
700 1 0 |a Nur Asiyah,   |e author 
700 1 0 |a Novianni Anggraini,   |e author 
245 0 0 |a Gamemunication: prosthetic communication ethnography of game Avatars 
260 |b Penerbit Universiti Kebangsaan Malaysia,   |c 2019. 
856 |z Get fulltext  |u http://journalarticle.ukm.my/13904/1/22747-116324-1-PB.pdf 
520 |a 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 extension when applied to study game avatars since the formula is not designed to explain the prosthetic nature of game avatars. This prosthetic nature produces specific communication ethnography of avatars, which we dub prosthetic communication ethnography. By prosthetic communication ethnography refers to technical elements of gaming, which contribute to the ways the avatars communicate. As Hymes' ethnography of communication with SPEAKING, this avatar based communication ethnography requires the same tool of analysis, which we call GAMING (Gaming systems, Attributes, Mechanics, Indexicalities, Narratives, and Geosocial systems), constructed with indexical storytelling by Fernández-Vara (2011), user interface types of games by Stonehouse (2014) and prosthetic video game theory by Jagodzinski (2019) as the theoretical foundations. GAMING and SPEAKING are integrated by bridging them with Aarseth's ludonarrative dimensions (2012). 
546 |a en