Search
Program Calendar
Browse By Day
Browse By Time
Browse By Person
Browse By Session Type
Browse By Topic
Personal Schedule
Sign In
Deadlines
Policies
Updating Your Submission
Requesting AV
Presentation Tips
Request a Visa Letter
FAQs
X (Twitter)
Search Tips
Annual Meeting App
About Annual Meeting
Interacting with smart devices and gadgets results in a hybridization of the "work" performed by the social environment member. The "work" is mediated by technical devices and practices, still holding to the meanings and values of the on-line environment. Garfinkel's ethnomethodology was accepted to deal with the «issues of the on/off-line reality of the social order» via «hybrid studies of work».
In the empirical research of the MMORPG case provides the evidence of the influence of players’ work both in off and in on-line environments. The social context and the stereotypes influence decision-making in the game as to the relationships between players, which further on can have consequences in everyday life. Many players find the darling and get married, come upon business partners, new friend, etc. The method of deep interview used study hybrid gamers and method of the visual playgrounds’ analysis was used to study hybrid environment.
During the preliminary empirical research, concrete examples of various influences within the on-line and off-line environments were obtained (for example, receiving practical knowledge in psychology, in morals and skills language, physical and intellectual). Gamers recorded other emotional impacts experienced by the on-line environment. Occurring on a daily occurrence, these emotional impacts include the aspects of “alienation”, “the fear of the real world”, and the transfer of negative emotions onto personal experiences in real life.
Further development of the research is to be focused on the detailed description of the game situations in the MMORPG and on revealing their hybrid character