4_Glazkov Summary (1136845), страница 2
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In our version, we tend to concentrate more on aspects of (de)focusing attention(encounter) and less on the external symbolic aspect of interaction (occasion) thereby reflectingsituational (inherent in the situation) mechanisms of public behavior.16above-mentioned aspects (navigation, perception of urban space, the formation ofgaming communities), also broadening the context for considering the experience ofusing mobile applications beyond the technical nuances and putting them in theplane of conduct in public places.Purpose and the objectives of the studyPurpose of the study: to develop, adapt and test a consistent conceptualapparatus in the framework of E. Goffman's interactionist concept for analyzingpublic interaction in the conditions of technically mediated communication betweenindividuals in location-based mobile games.The following tasks are solved to achieve this goal:1.
Description of the cultural-historical and theoretical context of the originof location-based mobile games.2. Clarification of key concepts included in the concept of public interactionon the basis of “gaming encounter” by E. Goffman.3. Identification of the specificity of E. Goffman’s approach to the analysisof public interaction in relation to adjacent approaches (symbolicinteractionism, ethnomethodology, game theory).4. Identification of theoretical and methodological problems arising withinthe adaptation of Goffmanian approach for the analysis of publicinteraction in location-based mobile games.5.
Evaluation of game intervention projects in urban space in terms ofchanging mechanisms of behavior in public places on the example ofIngress the Game and Pokémon Go.Personal contribution of the author to problem development and datacollection1. The main directions of theorizing game interventions in the urban space inthe context of situationist and architectural projects are revealed. Inparticular, the connection of location-based mobile games with the7intellectual tradition of game redefinition of urban space in situationistprojects is indicated. The common grounds for connecting situationistprojects and Goffmanian sociology of public interaction are marked.2. The categorical apparatus for the analysis of public interaction on the basisof Goffmanian “gaming encounter” is reconstructed.
In particular, thefundamental difference between the conceptual scheme “encounter gathering - situation” from the early dramatic approach and the late frameanalysis is emphasized.3. The specificity of E. Goffman's approach to the analysis of publicinteraction in relation to adjacent approaches (symbolic interactionism,ethnomethodology, game theory) is indicated. In particular, it is shownwhich ideas of E. Goffman are most perceived in related approaches andwhich, on the contrary, become a stumbling block for their integration intoother theoretical constructs.4. An adaptation of E. Goffman's approach to the analysis of publicinteraction mediated by the use of location-based mobile games isperformed.
In particular, the problems of corporeality, presence anddemeanor in E. Goffman's approach are actualized. The work of the threemechanisms for maintaining presence (monitoring, ignoring and totalexclusion) and three methods of performing demeanor (demonstrating thereserves of involvement, hiding the game and playing together) in locationbased mobile games is disclosed on the bases of video material.5.
Three logic of gaming strategies in different parts of the city are revealed:forcing, control and journey. In particular, the materials of the survey andinterviews of players show what attracts and repels players in locationbased mobile games, how players combine gaming actions with everydaymovements around the city, as far as players are open to spontaneousinteractions in public places.The results of the dissertation research were presented at Media City 5conference (University of Plymouth, Plymouth, England, 1-3 May 2015), at the8International April Conference (HSE, Moscow, April 17, 2017 and April 13, 2018),at the regular seminar of the STS Center (European University, St.
Petersburg,October 11, 2017).The results of the study are used as part of the author's course “Digital City inDetails and Practices” for second-year students of the HSE program in Managing ofSpatial Urban Development in 2016–2018. The results of the dissertation work formthe basis of 7 articles published in Russian and foreign scientific journals, one ofthem in the collection of articles on the results of the international conference inPlymouth (England), two in the leading peer-reviewed journals included in theinternational bibliographic database Scopus, four in leading peer-reviewed journalsrecommended by the Higher Attestation Commission of the Ministry of Educationand Science of the Russian Federation.Theoretical grounds of researchThe basic method of the dissertation research is the reconstruction of theconcept “gaming encounter” in E.
Goffman’s works that allows revealing itsconnections with other concepts and tracing the reception of this concept in relatedapproaches (symbolic interactionism, ethnomethodology, game theory).Similar works which also engage the Goffmanian approach to consider thelocation-based effects on social relations (C. Licoppe, Y. Inada, L. Humphreys,S. Deterding) are used to adapt the conceptual apparatus of describing publicinteraction mediated by location-based mobile games.Video analysis is used as a method for working with data on the direct aspectsof public behavior in the process of using location-based mobile games.
Thetheoretical and methodological possibilities of video analysis are best described inthe works of S. Bankovskaya, A. Korbut, A. Maximova, and options for practicalimplementation for the study of mediated communication - in the works of KC. Licoppe, E. Laurier, B. Brown, M. McGregor, P. Luuf, C. Heath, L. Mondada.9Methods of data collection and analysisThe empirical data of the dissertation research consists of:1.
Multi-perspective video recording of five gaming episodes (total durationof 244 minutes) as part of Ingress the Game and Pokémon Go (for adescription of the characteristics of gaming episodes, links to video andmethodological notes see Appendix B-D). The shooting includes aperspective on the players from the side, a first-person perspective with thecamera mounted at the level of the player’s head and screen recording ofwhat is happening on the screen of mobile devices. Video materials werecollected from May 2016 to June 2017.2.
Semi-structured interviews with Ingress the Game players (eightinformants) and Pokémon Go players (two informants). The averageinterview duration is 70 minutes. The sample of informants was carried outusing the snowball method with equal gender and team proportions (for adescription of informants, see Appendix E). Interviews with Ingress theGame players were conducted in November-December 2014, withPokémon Go players - in June 2017.3.
Online-survey of Ingress the Game players (497 respondents) livingmainly in major cities of the Central Federal District of Russia. The surveywas conducted in April 2015.Video recording allows to demonstrate the work of three mechanisms formaintaining the presence and three methods of performing demeanor, while theinterviews and the online-survey provide an opportunity to reveal the position of theplayers in terms of changing the ways of experiencing public places and othercitizens.Below we make some methodical remarks concerning video recording ofgaming episodes.The gaming episodes differ from each other in terms of: 1) the gameapplication (Ingress the Game and Pokémon Go), 2) the passing of confrontationbetween teams, 3) the location in the center or on the periphery of the city, 4) the10existence of preliminary plan of action among players.
All the perspectivesdescribed above were involved according available conditions. Thus, we tried tocover most fully what was happening during the game. We touched all the mainperspectives of the gaming situation which were subsequently synchronized. Thatallowed in some cases to more accurately convey the meaning of occurring actions.Separately, we note the fixation of the camera for shooting from the firstperson. Here it is important to choose the correct vertical tilt of the camera.Specifically, it is more adequate to shift the viewing angle significantly lower thanthe eye line parallel to the surface. This viewing angle most correctly conveys theplayer's visible area, because an individual most often looks either in front of him ordown in front of him - at the phone screen - in the gaming process of using mobiledevices.
The player rarely raises her/his head and looks up. Therefore, it is requiredto give the priority in shooting to the direction of gaze down, otherwise the screenof the mobile device will be covered only partially.Thus, if we turn to the four principles of organizing video recording proposedby A. Maximova (camera mobility, choice of angle, audio fixation, openness of theresearch position), our version of the survey is based on:1.
a mobile camera following the players in their movements around the city;2. three perspectives of what is happening including the position of theparticipant;3. audio recording including the speeches of the participants, sounds of theenvironment and the game;4. open shooting, where all players are warned to participate in the study.The subsequent processing is carried out with the help of the selection of smallvideo clips, on which one or another mechanism for maintaining situationalpropriety is most clearly observed. The selected fragment is supported by the studyof what is happening in the fragment taken from other angles.
Then the fragmentsare transcribed according to the accepted conventions of speech (Atkinson,Heritage), switching views (Goodwin), other visual conducts (Heath, Hindmarsh,Luff).11In the framework of the study, the choice of video fragments is madeexclusively by the researcher and has a goal to indicate the existence of objectivemechanisms of behavior with a mobile phone in public places, rather than finallyprove them.
Nevertheless, there is confidence that video analysis has amethodological potential for the formal detection and even quantitative descriptionof repetitive patterns of behavior. In particular, there are some attempts to make shortvideo collections that demonstrate the diversity of occurring practices that areembedded in the same situations that shows their universality and objectivesignificance.