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Wednesday 15 April 2015 11:00 - 12:30<br />

PAPER SESSION 2<br />

The paper explores the phenomenon of a growing video game culture (Crawford, 2012; Newman, 2013), which<br />

encompasses a wide range of different social transformations: the increasing number of people who play video games<br />

regardless of their age, gender or social status; a flourishing video game industry that is becoming hegemonic; an<br />

incipient presence of video games in the fields of education; the multiplication of the presence of video games in the<br />

media; the penetration of video games in popular culture.<br />

The paper sets out the methodology used in my research, which draws principally on the Actor-Network Theory<br />

(Latour, 2007; Law, 2004), focusing on the innovative aspects of digital ethnography (Hine, 2000) and how it<br />

intertwines with more traditional methods.<br />

Then, the paper illustrates some of the main themes I have found in the research so far with a series of examples,<br />

which includes, how developers seek to affect and influence video gamers, how people define themselves in relation<br />

to the activity of playing video games, and how they depict the community of gamers.<br />

Talent or Connections? A Social Network Analysis of Early Career Artists in London<br />

O’Brien, D.<br />

(Keele University)<br />

Inequality and culture is a key issue for both political parties and for a range of arts and cultural organisations. There is<br />

already an extensive sociological contribution to the question of how cultural audiences and participants are stratified,<br />

whether around age, gender, education or social class. Recently questions as to the sociology of cultural production<br />

have emerged as similarly important. Although debates over cultural production go back to classics in the field, such<br />

as Becker's Art Worlds, it has only been in recent years, in keeping with concerns about the representativeness of<br />

other elite positions, that the question of who is successful and the basis of this success have become part of<br />

mainstream public, media and policy discourses. This paper addresses these concerns in two ways: in the first<br />

instance by applying the methodology of social network analysis to understand how artists develop their careers.<br />

Second by showing how existing social inequalities are replicated in fine art graduates' experiences, irrespective of<br />

questions of talent or skill. The paper's focus on fine art contributes to existing applications of social network analysis<br />

in music, to provide further evidence of the link between the exclusion of individuals from the system of cultural<br />

production as a result of social stratification.<br />

The Militarization of First Person Shooter Video Games<br />

Duell, A.<br />

(Keele University)<br />

Since the inception of E-sports we have seen casual video game players develop into professionals who push the<br />

boundaries of game mastery to new heights via coordinated team play. This short paper explores how a group of<br />

video game players adopt military-style communication methods and strategies to coordinate their actions in the<br />

popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014). Utilising the key<br />

components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997), it is<br />

shown how a group of players evolved their interactions from team play to squad play. It is argued that squad play is<br />

an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military<br />

interaction and communication strategies.<br />

Families and Relationships<br />

M225, GEORGE MOORE BUILDING<br />

NARRATIVE TECHNOLOGIES OF INTIMACY IN TRANSITION<br />

This panel addresses transition and related questions of progression and regression in connection with narrative<br />

technologies of intimacy - interpersonal stories about previously ‘private’ issues, and various forms of online,<br />

‘personal’ narratives – that are now being deployed to negotiate the fields of gender, sexuality, and parenting. We<br />

thus focus on how technologies of personal lives, in reinventing themselves, both reproduce and depart from earlier<br />

modes of governing subjects. These processes have regressive as well as progressive aspects; they position<br />

personal lives and the technologies that perform them as socially transitional, often precarious. In this panel, we turn<br />

to narratives, technologies that perform intimacy at a number of levels, to understand better the technologies of<br />

intimacy in transition. Papers address stories about the previously privatised field of sexuality among Turkish women,<br />

and the stories’ relation to ‘modernity’; Moroccan women’s groups’ use of the internet as a technology of modernity,<br />

89 BSA Annual Conference 2015<br />

Glasgow Caledonian University

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