An Ethnography of Pokémon Masters EX

Virtual Applied Ethnography

Overview

Role: Team Leader

Research Approach: Virtual Applied Ethnography

Duration: 12 weeks

Team: Roxanne Cole, Andrea Parimango, Jacob Nguyen, Paul Tang

 

Executive Summary

This is a virtual, applied ethnographic study of users within a community for Pokémon Masters EX, a mobile game developed by DeNA and created by Nintendo, that focuses around collecting Pokémon trainers. The study was conducted within a virtual field, the r/PokemonMasters Discord server, where this report will summarize and discuss the importance of the Pokémon Masters EX community and its significance within the Pokémon franchise in regards to our research question. All research and observations were completed remotely through a virtual setting due to the ongoing COVID-19 pandemic during the duration of our study.

My role in this project consisted of leading the team and taking part in the work we shared amongst us. I handled communication with the team members and planned out our weekly goals and deadlines. I also contributed to our collective fieldwork and managed the visual design of our final report.

Research Question:

What role does an online community have in a Pokémon Masters EX player’s gameplay experience?

Objectives:

• Exploring and defining the Pokémon Masters EX community and how it compares to others within the Pokémon franchise.

• Studying user interactions, behavior, and the culture of Pokémon within the r/PokemonMasters Discord server.

• Finding reasons for a user’s purpose and role within the Discord server.

• Understanding and analyzing all data and research completed to define the significance of a Pokémon Masters EX player’s experience in an online community.

Introduction

This ethnographic study was conducted in my Ethnography for Designers class. The goal of this project was to select a field of interest with an online community in order to observe and analyze their culture and to answer our research question: What role does an online community have in a Pokémon Masters EX player’s gameplay experience?

We chose our research question because of our interest in how online communities have shaped a player’s experience with the game, whether positively or negatively. To do so, our research was completed through a virtual form of applied ethnography. Our research process included observations, interviews, contextual research, and analysis in order to produce an ethnographic report detailing our process and findings that answer our research question.

At the end of our ethnographic fieldwork, our team concluded that the r/PokemonMasters Discord server was a Mecca of guidance in a Pokémon Masters EX player’s experience. We learned that this was a very positive and friendly community that revolves around giving and receiving help from each other, and that this affected players’ experiences positively both in and outside of the game.

Methodology: Virtual Applied Ethnography

For this class project, our team studied ethnographic research according to Sam Ladner. According to Ladner, ethnography is writing about culture. Ethnographic researchers immerse themselves in the community of their field in which they gather contextual research and observe and interview participants in order to answer their research question. Typically, ethnography is a complex and long research method that may take many months or even years to complete. Because this is a class project, we used an applied ethnography method that lasted for a shorter duration, which was about 12 weeks. We worked in a team of 4 people and gathered over 48 hours of data. Our goal in fieldwork was to reach saturation of our data, or the point in which we begin to see the same patterns occur consistently.

Our research approach was also unique because it was completely virtual. Ethnography typically studies communities in-person, but we conducted research in an online space due to the COVID-19 pandemic’s social distancing safety guidelines. Our team mainly communicated through Discord and collaborated on Miro, and all of our fieldwork was conducted through Discord, namely the r/PokemonMasters Discord server.

In order to answer our research question, the r/PokemonMasters Discord server was our chosen field of study. This server has about 23,000 members and is active every day. Before starting our fieldwork in the server, our team had to ask permission to conduct research on the server members there. We asked the server moderators, or “gatekeepers” of the community, and they granted us permission. Our team remained in contact with the moderators for the duration of the project in order to maintain their trust with us and ensure we were not crossing any boundaries. We even had two moderators volunteer to interview with us during our fieldwork!

Our ethnographic fieldwork lasted about 6 weeks and consisted of notetaking in both observation and interview sessions. Observation sessions were completed individually, and each team member completed 12 hours of observations within the r/PokemonMasters server. Among the team, this totaled to 48 hours of observation. During this time period, we also conducted 4 interviews with different members of the server. These participants completed consent forms in order to give us permission to ask them questions, speak with them over voice chat, take a screenshot of our interview, and also record our session. Maintaining a feeling of trust with the server members was important to us so that we could ethically conduct our research with human subjects and maintain our presence in the field.

In addition to our observation and interview sessions, we also conducted contextual research about our field. We studied other sources online in order to learn more about Pokémon Masters EX’s history, the gacha game industry and their communities, and why Pokémon is such a beloved franchise after so many years. This contextual research helped us understand more about our field space as we were studying the Pokémon Masters community.

Fieldwork: Observations and Interviews

Observations

Each member of our team completed 12 hours of observation within the r/PokemonMasters Discord server. In total, our team collected 48 hours of observation sessions. Of my 12 hours, I did 4 observation sessions. I tried to space each session apart across the 6 weeks of fieldwork so that I could collect data at different times, in hopes that I would find more variety in participants or conversation topics. The time period that I observed in the server ranged from early October 2021 to mid November 2021. I attempted to study interactions from the creation of the server in August 2019, but I discovered it was unfortunately not possible because the old chat history had been deleted in late 2019.

Observations were recorded in journals, and each journal entry consisted of jottings and a field note. Jottings were notes taken while we were actively observing the field during that session. Jotting notes could be anything we noticed or thought of while observing; they didn’t need to be made sense of yet, that would be done at the end of the session. This is when we would write a field note. Field notes allowed us to reflect on what we observed in that session and analyze what everything could mean in the context of our research question. To write our field notes, we followed a modified version of the SPEAKING model by Dell Hymes, which is known for establishing disciplinary foundations for ethnographic study. In this model, we included the following categories: setting, participants, ends (social business), key (tone of interactions), norms (common and ordinary behaviors), as well as acts (sequence of events).

 

r/PokemonMasters Discord server information (December 10, 2021).

 

Across all of my sessions, I spent time observing every channel in which I could see interactions between human beings. Channels that consisted of bots were ignored, so those were the only channels I did not observe in depth. The channels I observed had many topics including general chats, Pokémon Masters help, grievances over gacha, meta discussion, and co-op gameplay. All of these channels were very active; they updated several times a day with interactions between members. Within the first few sessions, I noticed that many channels were spaces specifically dedicated to helping others. There were several channels and resources created by community members that were available for any member to use for help. Even under other topics, people were quick to offer their assistance or advice whenever others were having trouble with the game or had a question. Over time, I also noticed how normal it was for this community to be so positive and supportive towards each other. This is not always the case in online communities, especially game related ones, so this was exceptional to note as well.

Interviews

In addition to our observations, we conducted 4 interviews with active members of the Discord server. These interviews were conducted over voice chat in a private group message, including our 4 team members and the participant. Before the interview, we asked the participants to fill out consent forms for their permission to document the interview with screenshots and recording software.

Our third interview within a Discord private group message voice call.

For the interview itself, our team performed different responsibilities: moderating and facilitating. In each interview, one team member would take on the role of the moderator. This role meant that this team member would be leading the conversation with the participant for almost the entire duration. They would ask questions, keep the conversation on topic, and make sure that the participant is comfortable (after all, we are strangers on the internet). I contacted our first interview participant and moderated their interview. The team members that were not moderating were facilitating. Facilitators’ responsibility is to take notes while the interview is occurring. These team members would be able to ask any additional questions towards the end of the interview. With this interview setup, we were able to ensure that the moderator would control the direction of the interview while the facilitators provided 3 different perspectives with note taking. When each interview concluded, our team met again briefly to discuss any key insights from the interview itself or how it related to our previous observations.

We spoke with 4 different interview participants, and each one taught us something unique because of their different experiences and roles in the server. Our participants included a member who asked for help often in the server, a member who looked through the server for help with less conversation, and two moderators. The two server members helped show us how the help and resources of the server positively impacted their gameplay experience. We also heard about their experiences with other toxic gaming communities and how the Pokémon Masters EX community was so much kinder in comparison. The two moderators helped us learn more about how the server is organized in a careful system in order to help people, and they also confessed to us how much they care about making the server a positive space for Pokémon fans to go to either for help or just to chat about their love for Pokémon.

Speaking with community members directly allowed us to hear about more personal experiences and insights about the r/PokemonMasters community and Pokémon Masters EX itself. Their responses were extremely valuable to our research and helped us identify patterns that would later lead to answering our research question. From the very first interview, I discussed with my team about how I was amazed that the participant had followed patterns I had already seen in my observations, even though I did not mention these things at all to them. Each interview provided us with evidence like this, and helped us learn about the community in ways that weren’t easily possible with observations alone.

Analysis

After wrapping up our fieldwork, our team met together in order to discuss our findings in order to answer our research question: What role does an online community have in a Pokémon Masters EX player’s gameplay experience? After organizing our data and much discussion, our answer was this: because so many elements of this community contribute to the giving and receiving of help, the Pokémon Masters EX Discord community is a Mecca of guidance.

In order to come to this conclusion, our team had to bring all our fieldwork together somehow. During our fieldwork, we had already begun to notice a few key patterns within the Discord server. We discussed evidence of these patterns as a team and decided that they do play a role in a Pokémon Masters EX player’s gameplay experience, and that they may lead to answering our research question. In order to organize and analyze every team member’s findings, we created an ordered matrix. An ordered matrix is a table that organizes and summarizes the participants’ interactions and behaviors. Our matrix focused on 4 conceptual patterns that had evidence from our interviews and each team member’s observation journals.

The interview section of our ordered matrix, with the total number of mentions from all fieldwork sessions.

Our ordered matrix included 4 key conceptual patterns: Love for Pokémon franchise, the giving and receiving of help, meta discussion, and the positivity or toxicity of online communities. Under each pattern, we added up the evidence that supports it. Evidence was counted by discussing each interview together, then each team member added the evidence from their individual journals. When this was complete, we discovered that the giving and receiving of help was the most prominent pattern with the most counts of evidence. After discussing this, we decided that this makes sense because every other pattern indirectly contributed to the overall helpfulness of the community; this is why help in the server was so effective or impactful. Thus, we were able to answer our research question by establishing our cohering metaphor: the Pokémon Masters EX Discord community is a Mecca of guidance.

Challenges

While I would say that most of our research process went smoothly, there were a few complications that we overcame.

First, our field of interest was originally for a different game entirely. At the beginning of the process, we spent the first 2 weeks planning our research for this game and field space. Unfortunately, we ran into a lot of trouble getting permission from a gatekeeper for this game community. After asking permission from multiple Discord servers with either no clear answer or response, we realized that we quickly needed to completely overhaul our research plan in order to meet our deadlines. As team leader, I contacted the team and laid out a plan: with the short time period we had, we had to individually contact new field spaces for permission to conduct research. That way, once we had permission confirmed, we could re-do our research plan from the ground up. This plan was successful, and we quickly received permission to study our new research field: Pokémon Masters EX. After changing field spaces with this new game, we had no further trouble speaking with the gatekeepers (in this case, moderators). The moderators of this community actually expressed a lot of interest in our project, and they were very helpful during this process. We experienced for ourselves how impactful the help from this community can be!

To address any other challenges, I would say that I did experience the limitations of virtual applied ethnography and how it could be frustrating at times. Virtual ethnography lacks a lot of things I could observe in real-life interactions such as body language, tone of voice, appearance, movements, etc. Also, Pokémon Masters EX does not have a way for me to observe players within the game itself. This made it difficult to judge people’s actions vs their words when talking about their gameplay habits or behaviors. I had hoped to be able to do this, but it was unfortunately not possible. Regardless, the data we were able to collect despite limitations ended up strongly supporting our answer to our research question. I do believe that the personal conversations with interview participants helped break the barriers of virtual ethnography a bit, because we could hear the participant and interact more like an in-person conversation.

Conclusion

This class project was my first experience with ethnographic research for designers. I already loved playing Pokémon Masters EX myself, but this project gave me a newfound appreciation for the community of the game as well. By conducting virtual applied ethnography with my team, we learned so much about this nice community and how it makes the overall experience of Pokémon Masters EX so much better. Whether it’s seeking and giving help, discussing advanced meta content, or just sharing love for Pokémon, the Pokémon Masters EX Discord community is a positive and friendly space that any player can go to and feel welcome. My experiences studying and talking with this community made me excited about user research in a new way that I hope to use much more in the future.

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