Documenting Videogame Communities
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Documenting Videogame Communities Skrifter utgivna av Inst. för ABM vid Uppsala universitet. Volume 7. Distribution: Department of ALM Uppsala University Box 625 751 26 Uppsala [email protected] Documenting Videogame Communities A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation Olle Sköld Skrifter utgivna av Inst. för ABM vid Uppsala universitet. Volume 7. Dissertation presented at Uppsala University to be publicly examined in Humanistiska Teatern, Thunbergsvägen 3H, Uppsala, Friday, 2 March 2018 at 13:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Faculty examiner: Associate Professor Kiersten Latham (School of Information, Kent State University). Abstract Sköld, O. 2018. Documenting Videogame Communities. A Study of Community Production of Information in Social-Media Environments and its Implications for Videogame Preservation. Skrifter utgivna vid institutionen för ABM vid Uppsala universitet 7. 164 pp. Uppsala: Department of ALM. ISBN 978-91-506-2676-6. Drawing on the disciplines of library and information studies and archival studies, this study seeks to explore the production of information in online videogame communities and to elucidate how such insights can offer practical and conceptual support to the knotty issue of how to preserve those sociocultural aspects of videogames that exist 'beyond' the code and audiovisual data resources of the videogame itself. This is accomplished in two principal moves: (i) by delving into the current state of socioculturally-focused videogame preservation and; (ii) by inquiring into the production of information carried out by videogame communities in what arguably is one of their most important interfaces of interaction—discussion forums, wikis, and other social-media services. The study is based on four papers (I–IV). Paper I develops the theoretical framework of the study on the basis of practice theory and document theory. Papers II and III report on field-studies of videogame-community information production in the context of two processes of importance in community social life: memory-making (II) and knowledge production (III). Paper IV offers a qualitative systematic review of videogame- archiving literature, allowing Papers I–III to be situated in an archival context. The study employs multiple methods and encompasses several empirical sites of inquiry and was inspired by the framework of exploratory research and of 'bricolage' research strategies. The results of the study add to the present state of knowledge on how information in the social-media environments of the large and influential present-day videogaming domain emerges as a result of community practices of production, and how videogame-community social life is entangled with information production in such spaces. The study also furthers archival inquiry on the topic of videogame preservation by providing a description and analysis of what information objects videogame-related social media plausibly hold, and by what communal practices and processes they have been brought into existence. Furthermore, the study examines the consequences of collecting community-produced social media and framing it as documentation of the sociocultural aspects of videogames—a key issue in videogames preservation. Keywords: Videogames, Videogame preservation, Practice theory, Documents, Documentation, Memory-making, Knowledge production, Social media, ALM Olle Sköld, Department of ALM, Box 625, Uppsala University, SE-75126 Uppsala, Sweden. © Olle Sköld 2018 ISSN 1652-5353 ISBN 978-91-506-2676-6 urn:nbn:se:uu:diva-336748 (http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-336748) List of Papers This thesis is based on the following papers, which are referred to in the text by their Roman numerals. I Sköld, O., 2013. Tracing Traces: A Document-Centred Approach to the Preservation of Virtual World Communities. Information Research, 18(3), no pag. [online] Available at: http://www.infor- mationr.net/ir/18-3/colis/paperC09.html [Accessed 5 January 2018]. II Sköld, O., 2015. Documenting Virtual World Cultures: Memory- Making and Documentary Practices in the City of Heroes Com- munity. Journal of Documentation, 71(2), pp.294–316. III Sköld, O., 2017. Getting-to-Know: Inquiries, Sources, Methods, and the Production of Knowledge on a Videogame Wiki. Journal of Documentation, 73(6), pp.1299–1321. IV Sköld, O., 2018. Understanding the ‘Expanded Notion’ of Vide- ogames as Archival Objects: A Review of Priorities, Methods, and Conceptions. Journal of the Association for Information Sci- ence and Technology, 69(1), pp.134–145. Reprints were made with permission from the respective publishers. Contents Acknowledgments ....................................................................................... 9 1. Introduction ........................................................................................... 13 1.1. Setting the stage I: videogames, videogame communities, and social media .......................................................................................... 15 1.2. Setting the stage II: archival matters ............................................. 17 1.3. Problem statement ......................................................................... 19 1.4. Outline of the study ....................................................................... 23 1.5. A note on terminology ................................................................... 23 1.5.1. Information and documents ................................................... 23 1.5.2. Knowledge production and documents ................................. 24 1.5.3. Memory-making and documents ........................................... 24 1.5.4. Online community productivity ............................................. 25 1.5.5. Preservation ........................................................................... 25 1.5.6. Social media .......................................................................... 25 1.5.7. Sociocultural .......................................................................... 26 1.5.8. Videogame community .......................................................... 26 1.5.9. Videogames, videogame play, and the videogame domain ... 26 2. Videogames ........................................................................................... 28 2.1. A very brief history and present-day status of videogames .......... 29 2.2. Videogames in context .................................................................. 30 2.3. Videogames and videogame play defined ..................................... 32 3. Videogame preservation ....................................................................... 35 3.1. Motivations to preserve ................................................................. 35 3.2. Previous preservational initiatives ................................................ 37 3.3. The procedures and perspectives of videogame preservation ....... 39 3.3.1. Collection-building and metadata-creation ........................... 40 3.3.2. Migration and emulation ....................................................... 42 3.3.3. Collaboration and conceptual work ....................................... 45 3.3.4. Preservation of sociocultural aspects of videogames ............ 49 4. Online communities and online community productivity .................... 53 4.1. Online communities ...................................................................... 53 4.2. Online videogame communities .................................................... 56 4.2.1. Online videogame communities and social media ................ 57 4.3. Participatory cultures and collective intelligence .......................... 59 4.4. Productive videogame communities ............................................. 61 4.4.1. Media feedback and appropriation ........................................ 62 4.4.2. Knowledge production .......................................................... 63 5. Theory ................................................................................................... 67 5.1. Practices ........................................................................................ 69 5.1.1. What are practices? ................................................................ 70 5.1.2. The practice of studying practices ......................................... 75 5.2. Documents ..................................................................................... 76 5.2.1. The document perspective ..................................................... 77 5.2.2. What is a document? .............................................................. 79 5.3. Practices with documents .............................................................. 81 5.3.1. Practices with documents in videogame-community social media ..................................................................................... 83 5.4. Archival work ................................................................................ 87 6. Methods and materials .......................................................................... 89 6.1. Methodological cornerstones ........................................................ 89 6.2. Choices of method ......................................................................... 91 6.2.1. On method multiplicity .......................................................... 93 6.3. Choices of field sites ....................................................................