[Last modified: December, 11 2024 06:38 PM]
Research focus: Technological failure in video games
Core question: How are instances of ‘technological failure’ (i.e. crashes, bugs, glitches) understood and processed by the individuals playing the games in which they take part?
Fieldsite
In-person and online communities centred around notoriously glitchy games or games which have had an notable bug, such as Deadly Premonition and World of Warcraft. In-person fieldsites will be built from my relationship with a friend and interlocutor, whilst my online fieldsites will be built from joining public forums and interacting with interlocutors I meet through these websites.
Why is it interesting?
Technology of various forms is becoming further integrated into our everyday lives. From smart fridges and robot wait-staff, the futuristic world of ‘Ghost in the Machine’ (The X-Files, Season 1 Episode 7, 1993) is no longer a fantasy story but rather becoming reality. One of the most quotidian forms of technology is the videogame. Since the 1970s, videogames have grown and grown in popularity and accessibility. In 1997, N64 games were costing consumers upwards of $55 (accounting for inflation, this would now be around $105) – now, there are free and open source videogames available to anyone who can access a public computer. As such, an exploration of technological failure in videogames offers an exciting foundation to begin exploring the everyday human-technology relationship, offering insights not only into how glitches, crashes, and bugs work within the game setting, but also potential beginnings for research into the technological failures of more integrated technology.
Methods
- semi-formal interviews
- perhaps more accurately called discussions – talking with interlocutors of their thoughts relating to technological failure whilst not playing the game
- watching and listening as these videogames are played
- offers an opportunity for insights/interactions/relations which don’t come up in discussion with interlocutors
- auto-ethnography through either playing these games or through watching runthroughs
Potential findings
- insights into what leads to a technological failure becoming integrated into the unofficial sense of the game world (e.g. WoW blood plague) and what leads to it remaining a moment of frustration
- … if they are considered to be either of these
- a sense of how players interact with these technological failures – are they repurposed, ignored, adapted to, etc?