Siguiendo con la virtualidad, hoy una aplicación de etnoarqueología en el videojuego No Man’s Sky, caracterizado por una creación de entornos totalmente aleatorios y que al momento de abrir interacciones (aunque precarias) entre jugadores, se generó una agrupación social, con economía y organización urbana.
Ethnoarchaeology is “the study of the social organization and other ethnological features of present-day societies on the basis of their material culture, in order to draw conclusions about past societies from their material remains” (oxforddictionaries.com, Oxford University Press). Conducting archaeological investigation in No Man’s Sky then is largely ethnoarchaeology. The game dates to 2016, and the game’s population of human players is, at this writing, just over one year old. One of the goals of the No Man’s Sky Archaeological Survey (NMSAS) is to discover and observe how human players interact with a procedurally generated universe, what they decide to build for themselves, where, and why.
Más información en este enlace https://archaeogaming.com/2017/10/08/ethnoarchaeology-in-no-mans-sky/.
Expertise and Collaboration in a World of Warcraft Player Group as Distributed Sociomaterial Practice
Hoy, la etnografía más allá de los límites materiales: Etnografía en el Videojuego multijugador masivo en línea World of Warcraft (WoW) realizada por Mark Chen.
I have been playing World of Warcraft for over 20 months, spending an average of 20 hours a week in-game. I mostly play on a server which emphasizes role-playing (RP) and completing in-game tasks rather than player-vs.-player (PvP) combat. What this means is that the way people talk is often not as abbreviated as it is in the stereotypical “leet speak” shorthand (e.g., cu l8er) and more like how one would see dialog written in a novel. I also play characters that belong to the Horde, the underdog faction, and I’ve found that a lot of Horde players enjoy complaining about how the Alliance is everywhere and have an unfair advantage.