How To Save A World: The Go-Along Interview as Game Preservation Methodology in Wurm Online (2405.10208v1)
Abstract: Massively multiplayer online (MMO) games boomed in the late 1990s to 2000s. In parallel, ethnographic studies of these communities emerged, generally involving participant observation and interviews. Several decades on, many MMOs have been reconfigured, remastered or are potentially no longer accessible at all, which presents challenges for their continued study and long-term preservation. In this paper we explore the "go-along" methodology, in which a researcher joins a participant on a walk through a familiar place and asks them questions, as a qualitative research method applicable for the study and preservation of games culture. Though the methodology has been introduced in digital media studies, to date it has had limited application in digital games, if at all. We report on a pilot study exploring applications of the go-along method to the sandbox MMO Wurm Online; a persistent, player-directed world with a rich history. We report on our motivations for the work, our analysis of the resulting interviews, and our reflections on both the use of go-alongs in digital games, as well as the unique and inspiring culture and community of this lesser-known game.
- Code Club AB. 2006. Wurm Online. [Massively Multiplayer Online Video Game].
- Benjamin Barbier. 2022. The immaterial aspects of video games: Platforms as preservation sites for traces and communities. Hybrid. Revue des arts et médiations humaines 8 (2022).
- Richard A. Bartle. 2015. Archaeology versus Anthropology: What can truly be preserved? Facet, 13–20. https://doi.org/10.29085/9781783300396.006
- Tom Boellstorff. 2008. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press. 80 pages.
- Tom Boellstorff. 2010. A Typology of Ethnographic Scales for Virtual Worlds. In Online Worlds: Convergence of the Real and the Virtual. 123. https://doi.org/10.1007/978-1-84882-825-4_10
- Ethnography and Virtual Worlds: A Handbook of Method. Princeton University Press.
- Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology 3, 2 (2006), 77–101. https://doi.org/10.1191/1478088706qp063oa
- Virginia Braun and Victoria Clarke. 2019. Reflecting on reflexive thematic analysis. Qualitative Research in Sport, Exercise and Health 11, 4 (2019), 589–597. https://doi.org/10.1080/2159676X.2019.1628806
- Anthony Bak Buccitelli. 2022. Parsing (Digital) Vernacular Heritage: The Case of Toontown. In Digitalization of Culture Through Technology. Routledge.
- David Byrne. 2022. A worked example of Braun and Clarke’s approach to reflexive thematic analysis. Quality & Quantity: International Journal of Methodology 56, 3 (2022), 1391–1412. https://doi.org/10.1007/s11135-021-01182-
- Brendan Caldwell. 2016. Ridealong: The Last King Of Wurm Online. Rock, Paper, Shotgun. https://www.rockpapershotgun.com/wurm-online-king[Accessed:(29/03/2024)]
- Andrea Fryer. 2023. Andrea’s Wurm Fansite. https://www.andrea.net/wurm/[Accessed:(29/03/2024)]
- Kate Fulcher. 2019. Practising Craft and Producing Memories in Ancient Nubia. Invisible Archaeologies: Hidden Aspects of Daily Life in Ancient Egypt and Nubia (2019), 56.
- From Cultural Sustainability to Culture of Sustainability: Preservation of Games in the Context of Digital Materiality. ProceedingsofDiGRA2020 15, 1 (2020), 1–15.
- Gawain. 2020. Old Independence maps? (Wurm Forum Thread). https://tinyurl.com/wurmmaps[Accessed:(29/03/2024)]
- Clifford Geertz. 1972. Deep Play: Notes on the Balinese Cockfight. Daedalus 101, 1 (1972), 1–37.
- Jared Hansen. 2022. Life Among the Ruins: An Examination of Monument and Power in the Abandoned Game Star Wars: Galaxies. Ph. D. Dissertation. University of Oregon.
- Gina Hara. 2016. Your Place or Minecraft? https://yourplaceorminecraft.com/ [Accessed: (26/03/2024)].
- Morten Christian Heuser. 2019. Cyborg Ethnography: Expanding the Borders of Virtual Worlds.
- HowBigistheMap. 2023. HOW BIG IS THE MAP in Wurm Online? Walk Across Cadence. https://www.youtube.com/watch?app=desktop&v=WaemklvUW_A [Accessed: (29/03/2024)].
- Emily Johnson. 2013. Experienced Archaeologies: A mini-ethnography exploring the way in which people engage with the past in single player role-playing videogames. MA thesis. University of York, York, United Kingdom.
- Kristian Møller Jørgensen. 2016. The media go-along: Researching mobilities with media at hand. 32, 60 (2016). https://doi.org/10.7146/mediekultur.v32i60.22429
- Margarethe Kusenbach. 2003. Street Phenomenology: The Go-Along as Ethnographic Research Tool. Ethnography 4, 3 (2003), 455–485. https://doi.org/10.1177/146613810343007
- Frans Mäyrä. 2013. Culture. In The Routledge Companion to Video Game Studies. Routledge Handbooks Online.
- Milosanx. 2013. https://tinyurl.com/wurmdragonfang[Accessed:(29/03/2024)] Dragon Fang Mountain Tunnel Project (YouTube).
- The go-along interview: a valuable tool for leisure research. 42, 1 (2022), 51–68. https://doi.org/10.1080/01490400.2019.1578708
- Lidia Morris. 2023. On the Preservation of the Experience of Play in an MMORPG Environment: Livestreams and the Game Preservation Conundrum. In Proceedings of the Digital Games Research Association Conference (DIGRA).
- Torill Mortensen. 2002. Playing With Players Potential Methodologies for MUDs. The International Journal of Computer Game Research 1 (2002). Issue 2.
- Derek L. Murphy. 2015. Documenting Pocket Universes: New Approaches to Preserving Online Games. Preservation, Digital Technology and Culture 44, 4 (2015), 179–185. https://doi.org/doi:10.1515/pdtc-2015-0021
- Bonnie A. Nardi. 2010. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. University of Michigan Press.
- James Newman and Iain Simons. 2018. Game Over? Curating, Preserving and Exhibitng Videogames: A White Paper. (2018).
- Niklas Nylund. 2015. Walkthrough and let’s play: evaluating preservation methods for digital games. In Proceedings of the 19th International Academic Mindtrek Conference. 55–62.
- Information Commissioner’s Office. n.d.. What is personal data? https://ico.org.uk/for-organisations/uk-gdpr-guidance-and-resources/personal-information-what-is-it/what-is-personal-data/what-are-identifiers-and-related-factors [Accessed: (29/03/2024)].
- Celia Pearce. 2009. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. The MIT Press.
- Anthony Pellicone and June Ahn. 2018. Building worlds: A connective ethnography of play in Minecraft. Games and Culture 13, 5 (2018), 440–458.
- ‘More like an arcade’–The limitations of playable games in museum exhibitions. Museum & Society 17, 3 (2019), 437–452.
- Andrew Reinhard. 2021. Archeology of Abandoned Human Settlements in No Man’s Sky: A New Approach to Recording and Preserving User-Generated Content in Digital Games. 16, 7 (2021), 855–884. https://doi.org/10.1177/15554120211005236
- Rockcliff Staff. 2022. Rockcliff Museum. https://www.rockcliffmuseum.com/[Accessed:(29/03/2024)]
- Sam Stiegler. 2021. On Doing Go-Along Interviews: Toward Sensuous Analyses of Everyday Experiences. 27, 3 (2021), 364–373. https://doi.org/10.1177/1077800420918891
- Remembering & exhibiting games past: The popular memory archive. Transactions of the Digital Games Research Association 2, 1 (2015).
- Substr and Yaga. 2023. Independence. https://independence.yaga.host/ [Accessed: (29/03/2024)].
- Games crafters play. In Proceedings of the 13th International Conference on the Foundations of Digital Games. 1–9.
- Carlota Sáenz De Tejada Granados and Dan Van Der Horst. 2020. Tabula non-rasa : go-along interviews and memory mapping in a post-mining landscape designated for urban expansion. 45, 1 (2020), 6–25. https://doi.org/10.1080/01426397.2019.1569220
- Nick Taylor. 2008. Periscopic Play: Re-positioning ”the Field” in MMO Research. Loading (2008).
- T.L. Taylor. 2009. The Assemblage of Play. Games and Culture 4, 4 (2009), 331–339. https://doi.org/10.1177/1555412009343576
- T. L. Taylor. 2022. Ethnography as Play. American Journal of Play (2022).
- T. L. Taylor. 2006. Play Between Worlds: Exploring Online Game Culture. The MIT Press.
- Various. 2008-2023. Wurmpedia. https://www.wurmpedia.com[Accessed:(29/03/2024)]
- Joakim Vindenes and Barbara Wasson. 2021. Show, Don’t Tell: Using Go-along Interviews in Immersive Virtual Reality. In Proceedings of the 2021 ACM Designing Interactive Systems Conference. Association for Computing Machinery, 190–204. https://doi.org/10.1145/3461778.3462014
- R Walker. 1986. The Conduct of Educational Case Studies. In Controversies in Classroom Research. Open University Press.
- Poppy Wilde. 2023. Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities. Routledge.
- Florence Smith Nicholls (4 papers)
- Michael Cook (22 papers)