Drew Harry's Portfolio

Go Community Ethnography

Duration

7 months, on and off

Collaborator

Sean Munson

With civic engagement falling around the country, it is important for us to find and understand examples of organizations that are in their own small ways reversing the trend. One such example is the community of people who play the board game Go. In this ethnographic study, we describe the ways in which online Go has complemented the offline community, and enabled both to grow at a time when most clubs and organizations are shrinking. We propose some specific reasons why we believe this to be so, having to do both with the nature of the game itself, the kinds of online tools available, and pop culture representations of the game. We also relate our findings to the literature on communities of practice, social capital, and online communities.

Complementing Not Competing

Our final paper. (PDF, 3.8 MB)

Resumé

social software

Traces: Location Based Services
Sharing Music Presence

visualization

TreeFlow
k-Clique Reduction

anthropology

World of Warcraft Ethnography
Go Community Ethnography
Community and Carpe-diem

design

Mailing List Design
Bike Messenger Design