Plastic Buttons, Complex People: An Ethnomethodology-informed Ethnography of a Video Game Museum

Author:

Spors Velvet1,Reyes Cruz Gisela1,Cameron H. R.1,Flintham Martin1,Brundell Pat1,Murphy David1

Affiliation:

1. University of Nottingham, Nottingham, United Kingdom

Funder

UKRI

National Videogame Museum

Nottingham Contemporary

CONACYT

Publisher

ACM

Reference61 articles.

1. David Anderson Martin Storksdieck and Michael Spock. 2007. Understanding the long-term impacts of museum experiences. In principle in practice: Museums as learning institutions (2007) 197--215. David Anderson Martin Storksdieck and Michael Spock. 2007. Understanding the long-term impacts of museum experiences. In principle in practice: Museums as learning institutions (2007) 197--215.

2. Bandai Namco Studios. 1994. Tekken. Game [Arcade]. Namco Tokyo Japan. Bandai Namco Studios. 1994. Tekken. Game [Arcade]. Namco Tokyo Japan.

3. Encouraging spectacle to create self-sustaining interactions at public displays

4. From interaction to trajectories

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1. Why Play in Museums? A Review of the Outcomes of Playful Museum Initiatives;Journal of Museum Education;2024-08-04

2. A Visual Ethnographic Study at Cultural Spaces to Identify Character Creation Opportunities;Proceedings of the 18th International Conference on the Foundations of Digital Games;2023-04-12

3. Transparency in Measurement Reporting;Proceedings of the ACM on Human-Computer Interaction;2021-10-05

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