Abstract
This article posits the use of adapted multicase methodology as appropriate to the exploration of participant cases and context that are fragmented, fluid, and interconnected artefacts of hypermediated postmodern experiences. This paper attempts to deconstruct conventional interpretations of “case” and “context,” in an effort to propose a methodological approach attuned to the boundary-less-ness and hybridity of the postmodern milieu. For illustrative purposes, adapted multicase methodology is employed toward exploring the gender identity construction and enactment of four self-identified female gamers.
Notes
1. Baudrillard (1981/Citation1994) has said: “Information in which an event is reflected or broadcast is already a degraded form of this event” (p. 86, italics in the original).
2. Stake (Citation2005) contends that multicase studies have either intrinsic or instrumental objectives, where intrinsic case studies denote research that is inherently interesting to the researcher, and instrumental case studies are intended to apply the findings toward a greater concern.
3. A gamer is a video game player who self-identifies as such, who regularly plays multiple forms of video games (e.g. console, computer, handheld, etc.), and participates in gaming culture.
4. A for profit business similar to a bar that serves alcohol and pub food while also offering a variety of computer and console games which patrons pay to use by the hour.
5. In NVivo themes and sub-themes are termed parent and child nodes, respectively.
6. The particular variation of Matrix typeface used in my text is Matrix II Script OT Reg.
7. In 2001, the four Oakland fonts were incorporated into the Lo-Res family. The current name of the font used here is LoRes 9 PlusOT Regular in 11 pt. font.
8. The particular variation of Keedy Sans typeface used in my text is Keedy Sans OT Regular.