Abstract
The evolution of visual methods transcends the traditional documentary film, embracing various digital formats alongside cinema. Video games, serious games, phone applications and virtual reality are now being used to carry out research, collect data and present the results to the scientific community and the general public. In this article, we look at the relationship between the human body and the 'gaming' technology. Through an empirical study of FIFA16 (the first FIFA game with female players), we observe, film, describe and analyse the gestures and discourses of FIFA players manipulating the joystick. We focus on minor gestures (Manning, 2016) surrounding the tool itself (the controller), illustrating the processes of physical and narrative immersion. The methods chosen follow the visual methods described above: immersive observation, filming, interactive manipulation and representation. In concrete terms, as a logical outcome of the epistemological request and as one of the main results of the research, we propose the creation of an 'ethnographic game'.
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