To understand how the
environments of video games work, you need immerse yourself and play in them –
that is their purpose. However, you might be wondering how something seemingly
so indulgent as playing a video game could ever be considered ‘research’.
Yet immersing oneself in a
different culture to learn about how it works habitually, at the level of
practice and individual action, has been a valid research technique for a long
time. It’s called ethnography, and is
perhaps most famous for being used by social scientists of the past, who spent
years living amongst tribal communities in the Global South. The principle is
the same – you need to be immersed,
and to some extent participating, in
a culture and its practices to effectively understand them.
In this case, though, rather than
observing other people/cultures, I’m observing myself – my actions, what I observe, hear, feel and think – as I
play video games that I own. This is called autoethnography.
Ultimately, this method had to
produce data that I can analyse and use to form an understanding and argument
about how video game environments create a sense of place. I needed ways of
capturing my actions, observations, thoughts and feelings accurately and in a
usable format.
There were three main techniques
I used to do this.
Firstly, there’s my research diary. After a gaming session,
I take time to reflect upon my experiences and gather my thoughts. Then,
usually later in the day, I write down detailed notes in my research diary
based on my collected thoughts. As this is a reflective process, I can take
time to consider both the game as a whole, as well as individual moments within
it, in relation to the questions guiding my research.
Pages from my research diary |
However, only writing about my
experiences after playing the game might
not capture the more instantaneous feelings I have during play, which are important for understanding how the game environments
are affecting me. These experiences are often difficult to convey through
writing, because when you write your brain is heavily processing and
manipulating the bodily information it receives. Although you can certainly
argue that it is impossible to ever comprehend basic feelings without
manipulating them in some way, I’ve attempted to get closer to the ‘raw’
experience by using voice recording.
Using the arrangement pictured
below, I set up a condenser microphone and voice recording software to record
myself as I play the games. The advantage of this approach is that I capture my
immediate reactions to all the small, incidental events within the game that
might be forgotten later on when I write the research diary. This often
includes sudden, pre-cognitive responses to the environment, such as wonder,
fear and surprise, which are potentially as important to the experience as my longer-term
impressions of the game.
My voice recording setup when playing games for research |
The last main technique I use to
record experiences is taking screenshots
while playing the game. Visual evidence is excellent to have, not only as
reminder to myself of the things I have witnessed, but for the dissertation itself,
so I can point towards concrete examples of different design techniques and
things I’ve encountered in the game environments. Images are also potentially
better at capturing things like ambience,
mood and symbolism than I could express in writing or through voice
recording. I can then consider these factors in the analysis, alongside the
diary and recording data.
Symbolism from the cave in Dear Esther |
Visual evidence from The Stanley Parable |
A cache box in Firewatch |
Hand-written postcard in Gone Home |
These methods aren’t flawless,
and this is something I’ll be talking about in my dissertation.
Screenshots can’t be categorised
and analysed as easily as text, because you can’t just do a key word search to
find evidence related to a specific theme.
Constantly speaking and taking
screenshots while playing can be a distraction from what is actually happening
in the game, therefore altering the experience you have of the environment.
The voice recordings are lengthy,
so will take a long time to analyse.
And all of these different data –
especially gameplay recordings and screenshots – require large amounts of
storage space on a PC, and therefore also take longer to back up to the cloud
or an external storage device.
Nonetheless, I’ve been gathering
a comprehensive and mixed set of data that will be valuable and interesting to
analyse. They also complement each other very well for my research aims, as
I’ll be able to compare and contrast what I observe in the
screenshots/diary/recordings with the data from the interviews/talks with game
developers.
I therefore hope that this
original combination of research methods can potentially advance the field to improve
future research in cultural geography, and on the subject of video games in
particular.
The research I’ve done so far has
been incredibly insightful, and although the analysis and eventual write-up is
going to be hard work, I’m looking forward to seeing what can be learnt from
this very unique body of work.
I’ll write again about the
analysis stage in a month’s time.