
"Berlin 3" Image by Finland from ABC Pool, CC BY NC
In preparation for the upcoming
CCI Symposium engaging in “Socio-Cultural Research and Australia’s Policy Challenges,” I have revisited some methodology literature. I am participating in the
Media Ethnography workshop (appropriate given the position of my research) and have been reading other descriptive ethnography works including
Making Virtual Worlds: Linden Lab and Second Life by
Thomas Malaby. In particular,
The Assemblage of Play by
T.L. Taylor, has sparked some thought on how I approach my research project of
ABC Pool as an ethnographer.
My first interest is the definition of assemblage that seeks to capture all the actors within, for me, the ABC Pool institutional online community. “The notion of assemblage is one way to help us understand the range of actors (system, technologies, player, body, community, company, legal structures, etc.), concepts, practices, and relations” (p 332) within any moment of the online community. This strikes me as a particularly useful way of identifying and describing all the actors involved within an online community. Examining the assemblage of these actors provides a way of defining and explaining the complex set of relationships that occur between the human and non-human actors. Within the assemblage, the overlapping of the agents provides interesting areas for research and dynamic exploration, for example how the design and implementation of functionality of the Pool website impacts upon the members of the community. A design example such as this may begin to describe, what Taylor refers to within game culture as “the interrelations between (to name just a few) technological systems and software (including the imagined player embedded in them), the material world (including our bodies at the keyboard), the online space of the game (if any), game genre, and its histories, the social worlds that infuse the game and situate us outside of it, the emergent practices of communities, our interior lives, personal histories, and aesthetic experience, institutional structures that shape the game and our activity as players, legal structures, and indeed the broader culture around us with its conceptual frames and tropes” (p 332). From Taylor’s definition, the researcher can identify broader themes of how communities or networks are constructed not just in terms of socio or technologically determined ways, but specifically their structures within institutions.
The second appealing concept within assemblage defines how ethnographers approaching the study of networks engage in “found objects in everyday life” (p 333) within the field. Found objects work in conjunction with grounded theory concepts to allow the research project to reveal the actors engaging within the space, what practices occur, and any “meaning systems” (p 333). This is not un-similar to Bruno Latour‘s Actor Network Theory (ANT) (I just found this quaint YouTube video describing ANT) in how the researcher uses “placeholders” while following their actors to obtain the language being used within the field of research. Taylor furthers the idea of found objects by introducing the notion of boundary objects, described as something that accommodates local needs, yet is transferrable through a common identity. Boundary objects is useful for examining in-world objects and understanding “ the ways provisional agreements, or at the minimum imagined communities, form around specific artifacts simultaneous to the varying understandings and practices with the object” (p 333). This approach highlights the actors involved in what might seem to be simple everyday activities, by exposing their agency and underlying meaning systems.
If we return to the ABC Pool example and the implications of design on the members of the community, the assemblage of boundary objects reveals two significant observations. Not only does the design process include the “imagined uses” of the technology/platform as per the developers, but also the technological and authority affordances included within those developer’s programming decisions and authorative language. The “decision” brings with it a history of language competencies (see Malaby), along with an understanding of the complex legal structures and editorial policies of the ABC. It may also suggest a tendency to rely on products or systems that have precedence within the institution.
The design example is but one demonstration that highlights something other than the socio-techno relationships within an institutional online community. Interesting areas are emerging within my research project by approaching ABC Pool and analysing the assemblage of actors, found objects, and boundary objects. During the analysis of this one example, I have discovered several other overlapping areas, specifically around language use, decision-making, and the formalisation process within the institution. I am particularly interested in how institutions use practical technologies and representational strategies to rationalise, discipline and control the emerging practices of the online community. I am exploring the similarities between Linden Labs and the ABC institution.
Latour, B 2005, Reassembling the Social, Oxford University Press, New York.
Malaby, TM 2009, Making Virtual Worlds, Linden Lab and Second Life, Cornell University Press, New York.
Taylor, TL 2009, ‘The Assemblage of Play’, Games and Culture, vol. 4, no. 4, pp. 331-9.