Innovation par l’usage et objet-frontière

During five years of ethnography of the browser game “Mountyhall, the land of the trolls”, we observed the participants try out interfaces, different from the official one. Such changes affect the most played games of game industry, online and offline, as well as non-profit games - an area rarely ex...

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Main Author: Manuel Boutet
Format: Article
Language:fra
Published: Société d'Anthropologie des Connaissances 2010-03-01
Series:Revue d'anthropologie des connaissances
Subjects:
Online Access:https://journals.openedition.org/rac/16772
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author Manuel Boutet
author_facet Manuel Boutet
author_sort Manuel Boutet
collection DOAJ
description During five years of ethnography of the browser game “Mountyhall, the land of the trolls”, we observed the participants try out interfaces, different from the official one. Such changes affect the most played games of game industry, online and offline, as well as non-profit games - an area rarely explored by Game Studies. We show that these “user innovations” don’t come from the “intelligence of the crowd” but from the commitment of their free time by participants who are also professionals. The interface is then a boundary object that allows coordination. Unlike professional worlds studied by Star and Griesemer, the “players” do not know initially their respective capacities. Also, the boundary object plays the new role of a point of friction. Be interested by the object, which depends on how actors find their way, guides the first movements by which they prove their skills with each other.
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publisher Société d'Anthropologie des Connaissances
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spelling doaj-art-fd56bd4bf37b4b058b0bb0b86552a9862025-08-20T02:26:58ZfraSociété d'Anthropologie des ConnaissancesRevue d'anthropologie des connaissances1760-53932010-03-014110.3917/rac.009.0087Innovation par l’usage et objet-frontièreManuel BoutetDuring five years of ethnography of the browser game “Mountyhall, the land of the trolls”, we observed the participants try out interfaces, different from the official one. Such changes affect the most played games of game industry, online and offline, as well as non-profit games - an area rarely explored by Game Studies. We show that these “user innovations” don’t come from the “intelligence of the crowd” but from the commitment of their free time by participants who are also professionals. The interface is then a boundary object that allows coordination. Unlike professional worlds studied by Star and Griesemer, the “players” do not know initially their respective capacities. Also, the boundary object plays the new role of a point of friction. Be interested by the object, which depends on how actors find their way, guides the first movements by which they prove their skills with each other.https://journals.openedition.org/rac/16772innovationpracticegame studiesuser innovationinternetvideo game
spellingShingle Manuel Boutet
Innovation par l’usage et objet-frontière
Revue d'anthropologie des connaissances
innovation
practice
game studies
user innovation
internet
video game
title Innovation par l’usage et objet-frontière
title_full Innovation par l’usage et objet-frontière
title_fullStr Innovation par l’usage et objet-frontière
title_full_unstemmed Innovation par l’usage et objet-frontière
title_short Innovation par l’usage et objet-frontière
title_sort innovation par l usage et objet frontiere
topic innovation
practice
game studies
user innovation
internet
video game
url https://journals.openedition.org/rac/16772
work_keys_str_mv AT manuelboutet innovationparlusageetobjetfrontiere