How To Save A World: The Go-Along Interview as Game Preservation Methodology in Wurm Online
Florence Smith Nicholls, Michael Cook

TL;DR
This paper investigates the use of the go-along interview methodology for studying and preserving game culture, demonstrated through a pilot study in the sandbox MMO Wurm Online, highlighting its potential for digital game research.
Contribution
It introduces the go-along interview as a novel qualitative method for game preservation and provides a pilot application in Wurm Online, expanding its use in digital game studies.
Findings
Go-along interviews reveal rich player experiences and community insights.
The methodology offers a new approach for long-term digital game preservation.
Insights into Wurm Online's unique culture and community dynamics.
Abstract
Massively multiplayer online (MMO) games boomed in the late 1990s to 2000s. In parallel, ethnographic studies of these communities emerged, generally involving participant observation and interviews. Several decades on, many MMOs have been reconfigured, remastered or are potentially no longer accessible at all, which presents challenges for their continued study and long-term preservation. In this paper we explore the "go-along" methodology, in which a researcher joins a participant on a walk through a familiar place and asks them questions, as a qualitative research method applicable for the study and preservation of games culture. Though the methodology has been introduced in digital media studies, to date it has had limited application in digital games, if at all. We report on a pilot study exploring applications of the go-along method to the sandbox MMO Wurm Online; a persistent,…
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