Gameplay-Elicited interviews: Exploring Worldness and theProcesses of Play

This abstract presents the potential of using players' own gameplay videos in videoelicited interviews to facilitate phenomenological research into play practices.Based on 14 video-elicited interviews, I discuss how video-elicitation (see Henry & Fetters, 2012;Nielsen & Christiansen, 2000) can provide researchers access to rich and detailed descriptions of playful experiences.Although with an implicit significant time investment, this affords a unique opportunity to investigate the sense of Worldness that players experience through actual and individual processes of play.Emotional activation is a crucial part of the sense of worldness in the playful engagement with digital games, but it is also challenging to gain access to such phenomena (Lankoski, 2012;Mortensen, 2018).I argue for microethnographic research methods (see Baker et al., 2008;Giddings, 2009), making use of players' own gameplay videos and video-elicited interviews to explore phenomena of play with digital games.

Authors

Institutions

Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i3.2577
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gameplay-Elicited interviews: Exploring Worldness and theProcesses of Play

Meghan Graham
Digital Games and Media
article

Gameplay-Elicited interviews: Exploring Worldness and theProcesses of Play

Meghan Graham
article en

Abstract

This abstract presents the potential of using players' own gameplay videos in videoelicited interviews to facilitate phenomenological research into play practices.Based on 14 video-elicited interviews, I discuss how video-elicitation (see Henry & Fetters, 2012;Nielsen & Christiansen, 2000) can provide researchers access to rich and detailed descriptions of playful experiences.Although with an implicit significant time investment, this affords a unique opportunity to investigate the sense of Worldness that players experience through actual and individual processes of play.Emotional activation is a crucial part of the sense of worldness in the playful engagement with digital games, but it is also challenging to gain access to such phenomena (Lankoski, 2012;Mortensen, 2018).I argue for microethnographic research methods (see Baker et al., 2008;Giddings, 2009), making use of players' own gameplay videos and video-elicited interviews to explore phenomena of play with digital games.

IT University of Copenhagen (DK)
Openalex Percentile: Top 78%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.