Simulated gaming environment for ethnography research

Noor Fardela Zainal Abidin, Robert Wellington

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Ethnography is now a widely used research method in information systems and gaming. It is one of the most in-depth research methods capturing people's feeling, behavior and opinion by the researcher getting immersed in the study. The main aspect of the research method is gathering the data by being in the "field", gaining a deep insight by participating and observing the culture being studied. This paper discusses the potential of designing a study where the "field" would be a simulated environment created specifically for gaming research. Creating a Simulated Gaming Environment (SGE) hopes to open a wider range of possibilities in using ethnographic research method for gaming research.

Original languageEnglish
Title of host publicationProc. of the 4th Annual International Conference on Computer Games, Multimedia and Allied Technology, CGAT 2011 and 2nd Annual International Conference on Cloud Computing and Virtualization, CCV 2011
Pages52-56
Number of pages5
Publication statusPublished - 01 Dec 2011
Event4th Annual International Conference on Computer Games, Multimedia and Allied Technology, CGAT 2011 and 2nd Annual International Conference on Cloud Computing and Virtualization, CCV 2011 - Penang, Malaysia
Duration: 25 Apr 201126 Apr 2011

Publication series

NameProceedings of the 4th Annual International Conference on Computer Games, Multimedia and Allied Technology, CGAT 2011 and 2nd Annual International Conference on Cloud Computing and Virtualization, CCV

Other

Other4th Annual International Conference on Computer Games, Multimedia and Allied Technology, CGAT 2011 and 2nd Annual International Conference on Cloud Computing and Virtualization, CCV 2011
CountryMalaysia
CityPenang
Period25/04/1126/04/11

All Science Journal Classification (ASJC) codes

  • Computer Graphics and Computer-Aided Design
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Software

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  • Cite this

    Zainal Abidin, N. F., & Wellington, R. (2011). Simulated gaming environment for ethnography research. In Proc. of the 4th Annual International Conference on Computer Games, Multimedia and Allied Technology, CGAT 2011 and 2nd Annual International Conference on Cloud Computing and Virtualization, CCV 2011 (pp. 52-56). (Proceedings of the 4th Annual International Conference on Computer Games, Multimedia and Allied Technology, CGAT 2011 and 2nd Annual International Conference on Cloud Computing and Virtualization, CCV).