19 research outputs found

    What is ethnographic about digital ethnography? A sociological perspective

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    When COVID-19 health guidelines vastly restricted or shut down in-person ethnographic research in 2020, many researchers pivoted to forms of online qualitative research using platforms such as WeChat, Twitter, and Discord. This growing body of qualitative internet research in sociology is often encapsulated under the umbrella term “digital ethnography.” But the question of what makes digital qualitative research ethnographic remains open. In this article, we posit that digital ethnographic research necessitates a negotiation of the ethnographer's self-presentation and co-presence within the field that other forms of qualitative research, such as content or discourse analysis, do not require to satisfy their epistemological stance. To make our case, we provide a brief overview of digital research in sociology and related disciplines. Then, we draw upon our experiences conducting ethnographies in digital communities and in-person communities (what we call here, “analog ethnography”) to explore how decisions about self-presentation and co-presence facilitate or block the generation of meaningful ethnographic data. We think through pertinent questions such as: Does the lower barrier for anonymity online justify disguised research? Does anonymity generate thicker data? How should digital ethnographers participate in research environments? What are the possible repercussions of digital participation? We argue that digital and analog ethnographies share a common epistemology that is distinct from non-participatory forms of qualitative digital research—namely the need for the researcher to relationally gather data from the field site over an extended period of time

    Doing Gender, Doing Heteronormativity: \u27Gender Normals,\u27 Transgender People, and the Social Maintenance of Heterosexuality

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    This article brings together two case studies that examine how non-transgender people, “gender normals,” interact with transgender people to highlight the connections between doing gender and heteronormativity. By contrasting public and private interactions that range from nonsexual to sexualized to sexual, the authors show how gender and sexuality are inextricably tied together. The authors demonstrate that the criteria for membership in a gender category are significantly different in social versus (hetero)sexual circumstances. While gender is presumed to reflect biological sex in all social interactions, the importance of doing gender in a way that represents the shape of one’s genitals is heightened in sexual and sexualized situations. Responses to perceived failures to fulfill gender criteria in sexual and sexualized relationships are themselves gendered; men and women select different targets for and utilize gendered tactics to accomplish the policing of supposedly natural gender boundaries and to repair breaches to heteronormativity

    A Labyrinth: Designing and Playing a Collaborative Game During COVID-19

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    A Labyrinth was an alternate reality game developed at the University of Chicago during the COVID-19 pandemic. The game was created to spur creativity and build community online under the unprecedented and emergent conditions of the pandemic. On April 6, 2020, A Labyrinth began with an opening puzzle that unlocked the game and attracted approximately 3,500 players. A week later, on April 13, the Fourcasters (the designers) welcomed 73 core teams to compete by completing 140 quests. Alongside the competitive aspect, the game had a parallel collaborative dimension. Via the Twitch live streaming platform, players were invited to explore the alternative space-time known as Labyrinth. Once a week, via a live and collectively adjudicated interactive narrative format, players helped the Taur locate key hubs and hidden objects as they tried to make it back to the center of Labyrinth. They succeeded in this objective and saw the Labyrinth transform in an unprecedented way. On May 13, the game concluded with over 800 quests being submitted by participating teams. This panel will screen a short documentary that includes footage from gameplay on Twitch, instances of quests, and interviews with players. Following this short screening, the five core designers will discuss the challenges and affordances of designing a transmedia narrative and improvised game during a pandemic. We will begin with the question: What does it mean to grapple with the unfolding historical present through a participatory networked artwork
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