This research project primarily aims to describe the origins of toxicity in the Dead by Daylight (Behaviour Interactive, 2016) community. More specifically, it seeks to identify enabling factors for toxic relationships between individual players or factions within the community through an analysis of the interface, game mechanics, in-game behavior (big data sets analysis), out-game discussions on socialization platforms (textual data analysis), and declarative data (survey).
This research project investigates identity, communicational, and social dynamics within online gaming communities using hybrid methods at the intersection of qualitative analysis (semiotic analysis of online platforms, laboratory analysis of gaming sessions, semi-directed interviews, group interviews, etc.) and quantitative analysis (manual or automated analysis of in-game data and out-game, online communication data). This project also seeks to critically examine the way in which big data and artificial intelligence are applied to the study of gaming communities while formulating a semiotic analysis of key concepts and technologies in these fields.
This research project’s general objective is to document and analyze how Classcraft is implemented and used in primary and secondary level classrooms. More specifically, it seeks to describe how teachers, students, and parents use the platform, as well as evaluate their assessment of the platform while studying their Classcraft and social media habits in class and online. To this end, this project uses a range of research methods: semiotic analysis of the platform, non-participatory in-class observation, individual interviews, surveys, an analysis teachers’ social media usage, and an analysis of big data sets produced on the platform.