Design a site like this with
Get started

Week 4 BCM241 Blog post- Ethical problems and Background Research

Studying the Video game media niche, the ethical problems are based solely around disclosing to the people I’m playing and communicating that I’m observing. I let my party or squad know that I’m observing and taking notes but not taking anything statements or answers, just attempting to help form an opinion. Recently I’ve played games such as Pokémon with my housemate who is also studying BCM241 which gives me the opportunity to interview him on his thoughts on the topic.

BCM 206 “Tales from a Bullet sponge”

 My Digital Artefact for BCM 206 ‘Future Networks’ is a blog talking about a different videogame that I’ve played each week. Topics from the past week have included the Witcher 3, Zelda and Pokémon this week’s post will be solely dedicated to the Battlefield series from 4 to 5 and the differences in the franchise. This Digital artefact keeps me active in the community and allows me to experience both as an old and new player in varying video games as I’m challenging myself with new games as well as games I haven’t played in an age. Using this Blog allows me to observe and keep constant field notes on my topic without breaching ethical practice.


In the past weeks I’ve found several articles relating around the stigma, related to the image of gamers. One of these articles comes from Anders Erlandsson, in this article he goes on to discuss the stigma in relation to people being scared to admit that they are gamers to people outside the hobby. I personally found this article interesting because in considered all the different ways people participate in the hobby. The Article encompassed the likes of Mobile gaming, through console gaming, PC gaming and the different forms of gaming such as Puzzle games, Online games and story driven games. This article is dedicated to the idea of the stigma around the hobbies image. The article discusses the idea of seeing the stereotypical gamer as “a loner or nerd who was absorbed by their games” (Erlandsson, A., 2020). Another interesting thing I took from their research is the fact that a significant number of people who were playing games, “claimed they were not gamers” (Erlandsson, A., 2020).  This study that the Ericsson ConsumerLab , did to form this article spanned 10 years from 2008 to 2018 and mapped the changing stigma in people who play video games. The study spanned multiple countries allowing for different cultural influences to appear which allows for a more balanced idea then most other study. The community of  gaming is far reaching and all inclusive in my opinion, as anyone can really join at anytime and become part of the community.

Ethical Problems with my research project

A main issue as I stated above is being honest and clear with the people that I am playing with about what I’m researching and/or observing. This includes with when I’m taking notes, listening to party audio or just being present when someone is playing a game. As Chris has stated several times we aren’t allowed to interview or quote anyone at all as we don’t have the ethics boards permission to do so. However, I believe he also stated we were allowed to interview other bcm241 students who are doing similar topics, so as of next week I hope to find people to interview and or collaborate data and notes with.


 •Erlandsson, A., 2020. How The Social Stigma Against Gamers Is Changing. [online] Available at: <; [Accessed 26 August 2020].


Published by Tobias Thomas

Just trying not to fail UNI, because I don't want to go work on the mines

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: