Gamemunication: prosthetic communication ethnography of game Avatars

This study revisits Hymes’ ethnography of communication for game avatars, functioning as a communication nexus connecting games and gamers. Hymes formulates his ethnography of communication into SPEAKING (Settings and Scenes, Participants, Ends, Act Sequences, Keys, Instrumentalities, Norms, and Gen...

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Main Authors: Purnomo, SF. Luthfie Arguby, Purnama, SF. Lukfianka Sanjaya, Untari, Lilik, Nur Asiyah, Novianni Anggraini
Format: Article
Language:English
Published: Penerbit Universiti Kebangsaan Malaysia 2019
Online Access:http://journalarticle.ukm.my/13904/
http://journalarticle.ukm.my/13904/
http://journalarticle.ukm.my/13904/1/22747-116324-1-PB.pdf
id ukm-13904
recordtype eprints
spelling ukm-139042020-01-12T23:54:00Z http://journalarticle.ukm.my/13904/ Gamemunication: prosthetic communication ethnography of game Avatars Purnomo, SF. Luthfie Arguby Purnama, SF. Lukfianka Sanjaya Untari, Lilik Nur Asiyah, Novianni Anggraini, This study revisits Hymes’ ethnography of communication for game avatars, functioning as a communication nexus connecting games and gamers. Hymes formulates his ethnography of communication into SPEAKING (Settings and Scenes, Participants, Ends, Act Sequences, Keys, Instrumentalities, Norms, and Genres) and this formula deems to be unfit to explain how game avatars communicate. Implementing Klevjer’s prosthetic telepresence (2012) to analyze sixty-two game titles, it is revealed that SPEAKING requires an extension when applied to study game avatars since the formula is not designed to explain the prosthetic nature of game avatars. This prosthetic nature produces specific communication ethnography of avatars, which we dub prosthetic communication ethnography. By prosthetic communication ethnography refers to technical elements of gaming, which contribute to the ways the avatars communicate. As Hymes’ ethnography of communication with SPEAKING, this avatar based communication ethnography requires the same tool of analysis, which we call GAMING (Gaming systems, Attributes, Mechanics, Indexicalities, Narratives, and Geosocial systems), constructed with indexical storytelling by Fernández-Vara (2011), user interface types of games by Stonehouse (2014) and prosthetic video game theory by Jagodzinski (2019) as the theoretical foundations. GAMING and SPEAKING are integrated by bridging them with Aarseth’s ludonarrative dimensions (2012). Penerbit Universiti Kebangsaan Malaysia 2019 Article PeerReviewed application/pdf en http://journalarticle.ukm.my/13904/1/22747-116324-1-PB.pdf Purnomo, SF. Luthfie Arguby and Purnama, SF. Lukfianka Sanjaya and Untari, Lilik and Nur Asiyah, and Novianni Anggraini, (2019) Gamemunication: prosthetic communication ethnography of game Avatars. Jurnal Komunikasi ; Malaysian Journal of Communication, 35 (4). pp. 1-16. ISSN 0128-1496 http://ejournal.ukm.my/mjc/issue/view/1235
repository_type Digital Repository
institution_category Local University
institution Universiti Kebangasaan Malaysia
building UKM Institutional Repository
collection Online Access
language English
description This study revisits Hymes’ ethnography of communication for game avatars, functioning as a communication nexus connecting games and gamers. Hymes formulates his ethnography of communication into SPEAKING (Settings and Scenes, Participants, Ends, Act Sequences, Keys, Instrumentalities, Norms, and Genres) and this formula deems to be unfit to explain how game avatars communicate. Implementing Klevjer’s prosthetic telepresence (2012) to analyze sixty-two game titles, it is revealed that SPEAKING requires an extension when applied to study game avatars since the formula is not designed to explain the prosthetic nature of game avatars. This prosthetic nature produces specific communication ethnography of avatars, which we dub prosthetic communication ethnography. By prosthetic communication ethnography refers to technical elements of gaming, which contribute to the ways the avatars communicate. As Hymes’ ethnography of communication with SPEAKING, this avatar based communication ethnography requires the same tool of analysis, which we call GAMING (Gaming systems, Attributes, Mechanics, Indexicalities, Narratives, and Geosocial systems), constructed with indexical storytelling by Fernández-Vara (2011), user interface types of games by Stonehouse (2014) and prosthetic video game theory by Jagodzinski (2019) as the theoretical foundations. GAMING and SPEAKING are integrated by bridging them with Aarseth’s ludonarrative dimensions (2012).
format Article
author Purnomo, SF. Luthfie Arguby
Purnama, SF. Lukfianka Sanjaya
Untari, Lilik
Nur Asiyah,
Novianni Anggraini,
spellingShingle Purnomo, SF. Luthfie Arguby
Purnama, SF. Lukfianka Sanjaya
Untari, Lilik
Nur Asiyah,
Novianni Anggraini,
Gamemunication: prosthetic communication ethnography of game Avatars
author_facet Purnomo, SF. Luthfie Arguby
Purnama, SF. Lukfianka Sanjaya
Untari, Lilik
Nur Asiyah,
Novianni Anggraini,
author_sort Purnomo, SF. Luthfie Arguby
title Gamemunication: prosthetic communication ethnography of game Avatars
title_short Gamemunication: prosthetic communication ethnography of game Avatars
title_full Gamemunication: prosthetic communication ethnography of game Avatars
title_fullStr Gamemunication: prosthetic communication ethnography of game Avatars
title_full_unstemmed Gamemunication: prosthetic communication ethnography of game Avatars
title_sort gamemunication: prosthetic communication ethnography of game avatars
publisher Penerbit Universiti Kebangsaan Malaysia
publishDate 2019
url http://journalarticle.ukm.my/13904/
http://journalarticle.ukm.my/13904/
http://journalarticle.ukm.my/13904/1/22747-116324-1-PB.pdf
first_indexed 2023-09-18T20:05:53Z
last_indexed 2023-09-18T20:05:53Z
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