Party of two at a fraternity party!
Or boundaries of co-play in a duoethnography of Fallout 76
DOI:
https://doi.org/10.7557/ejcgc.v17i1.8239Keywords:
Ethnography, duoethnography, play, co-play, Fallout seriesAbstract
For the emerging field of party studies in game studies, this paper offers one account of how looking at boundaries of play as they are maintained in situ can be meaningful for understanding play and partying in practice, beyond a theoretical phenomenon. The paper is based on a duoethnography conducted by the two authors through playing Fallout 76 as fieldwork together between December 2021 and April 2022. The aim of this paper is to explore how the situated boundaries of co-play impacted our experiences of duoethnography within the game as well as to discuss how these boundaries connect to our intersectional identities. We explored how spatial, game design and temporal boundaries shaped our gameplay. However, we were also impacted by our intersectional identities, as we are both cisgender, white academics of middle class background, although with varying backgrounds in terms of gender (cis woman and cis man), family status (childfree and father of two), and different academic status. As such, through restorying and reconceptualization, we critically discuss our experiences in dialogue with previous research, so that the boundaries are not taken for granted and thereby maintained without reflection.
References
Bethesda Game Studios. (2008). Fallout 3 [Xbox 360]. Digital game directed by Todd Howard, published by Bethesda Softworks.
Bethesda Game Studios. (2015). Fallout 4 [Xbox One]. Digital game directed by Todd Howard, published by Bethesda Softworks.
Bethesda Game Studios (2018). Fallout 76 [Xbox One]. Digital game directed by Jeff Gardiner and Jonathan Rush, published by Bethesda Softworks.
Bucerius, S. M. (2013). Becoming a “trusted outsider”: Gender, ethnicity, and inequality in ethnographic research. Journal of Contemporary Ethnography, 42(6), 690–721. https://doi.org/10.1177/0891241613497747 https://doi.org/10.1177/0891241613497747
Butler, N., & Spoelstra, S. (2020). Academics at play: Why the “publication game” is more than a metaphor. Management Learning, 51(4), 414–430. https://doi.org/10.1177/1350507620917257 https://doi.org/10.1177/1350507620917257
Chang, A. Y. (2019). Playing nature: Ecology in video games. University of Minnesota Press. https://doi.org/10.5749/j.ctvthhd94
Condis, M. (2017). Fantasizing about the apocalypse: A review of Fallout 4. Resilience: A Journal of the Environmental Humanities, 4(2–3) 185–190. https://doi.org/10.5250/resilience.4.2-3.0185 https://doi.org/10.5250/resilience.4.2-3.0185
Cummins, M. W., & Brannon, C. E. (2022). Implicating ourselves through our research: A duoethnography of researcher reflexivity. Journal of Contemporary Ethnography, 51(1), 85–102. https://doi.org/10.1177/08912416211021898 https://doi.org/10.1177/08912416211021898
Fisher, S., Chen, H., & Taylor, N. (2025): Containing feminism at games industry parties. Critical Studies in Media Communication, 42(5), 525–541. https://doi.org/10.1080/15295036.2025.2569518 https://doi.org/10.1080/15295036.2025.2569518
Gibbons, H. M., & Gibbons. C. M. (2016). Siblings with disabilities: A duoethnography on the intersections between a sibling relationship and disability. Disability and Society, 31(6), 820–837. https://doi.org/10.1080/09687599.2016.1203291 https://doi.org/10.1080/09687599.2016.1203291
Gomez, G. (2026, 14 January). Fallout most disturbing Vault-Tec experiments. GameRant. https://gamerant.com/fallout-vault-tec-disturbing-experiments/
Haddow, K. (2022). ‘Lasses are much easier to get on with’: The gendered labour of a female ethnographer in an all-male group. Qualitative Research, 22(2), 313–327. https://doi.org/10.1177/1468794120984089 https://doi.org/10.1177/1468794120984089
Holm, N. (2021). No time for fun: The politics of partying during a pandemic. Cultural Studies, 35(2–3), 452–461. https://doi.org/10.1080/09502386.2021.1898026 https://doi.org/10.1080/09502386.2021.1898026
Kinnear, L. C., & Ruggunan, S. (2019). Applying duoethnography to position researcher identity in management research. SA Journal of Human Resource Management, 17. https://doi.org/10.4102/sajhrm.v17i0.1056 https://doi.org/10.4102/sajhrm.v17i0.1056
Masek, L., & Stenros, J. (2024). Parties as playful experiences: Why game studies should study partying. Eludamos: Journal for Computer Game Culture, 15(1), 75–96. https://doi.org/10.7557/23.7562 https://doi.org/10.7557/23.7562
Mair, J., & Frew, E. (2018). Academic conferences: A female duo-ethnography. Current Issues in Tourism, 21(18), 2152–2172. https://doi.org/10.1080/13683500.2016.1248909 https://doi.org/10.1080/13683500.2016.1248909
McClancy, K. (2018). The wasteland of the real: Nostalgia and simulacra in Fallout. Game Studies, 18(2). https://gamestudies.org/1802/articles/mcclancy
Merriam-Webster. (2026). GTFO. In Merriam-Webster Slang & Trending. https://www.merriam-webster.com/slang/gtfo
Mo, Y. T., & Kim, S. K. (2019). Comparison between non-NPC interaction and NPC interaction taking Fallout 4 and Fallout 76 as examples. International Journal of Engineering Research and Technology, 12(9), 1462–1467. https://www.ripub-lication.com/irph/ijert19/ijertv12n9_13.pdf
MrMorp. (2024, May 4). Fallout 76 guide - unwritten rules: Wasteland [YouTube video]. YouTube. https://youtu.be/fGLhO3A2_bM
Mukherjee, S. (2017). Videogames and postcolonialism: Empire plays back. Springer International Publishing. https://doi.org/10.1007/978-3-319-54822-7
Myers, B. (2019). Friends with benefits: Plausible optimism and the practice of teabagging in video games. Games and Culture, 14(7–8), 763–780. https://doi.org/10.1177/1555412017732855 https://doi.org/10.1177/1555412017732855
Mäntylä, S. (2021, October 22). The new and improved Fallout 76 — is it worth the money? PlayLab! Magazine. https://www.tuni.fi/playlab/the-new-and-improved-fallout-76-is-it-worth-the-money/
Nichols, W. (1993). Partying and the mysteries of student culture. The Antioch Review, 51(4), 537–550. https://www.jstor.org/stable/4612820
Nguyen, C. T. (2019). The right way to play a game. Game Studies, 19(1). https://gamestudies.org/1901/articles/nguyen
Obsidian Entertainment. (2010). Fallout: New Vegas [Xbox 360]. Digital game directed by Josh Sawyer, published by Bethesda Softworks.
Riot Games (2009). League of Legends [Microsoft Windows]. Digital game directed by Andrei van Roon, published by Riot Games.
Rusk, F., & Ståhl, M. (2022). Coordinating teamplay using named locations in a multilingual game environment: Playing esports in an educational context. Classroom Discourse, 13(2), 164–187. https://doi.org/10.1080/19463014.2021.2024444 https://doi.org/10.1080/19463014.2021.2024444
Rusk, F., & Ståhl, M. (2020). A CA perspective on kills and deaths in Counter-Strike: Global Offensive video game play. Social Interaction: Video Based Studies of Human Sociality, 3(2). https://doi.org/10.7146/si.v3i2.117066 https://doi.org/10.7146/si.v3i2.117066
Sawyer, R. D., & Norris, J. (2012). Duoethnography. Oxford University Press https://doi.org/10.1093/acprof:osobl/9780199757404.001.0001
Sharma, S. (2014). In the meantime: Temporality and cultural politics. Duke University Press. https://doi.org/10.2307/j.ctv11cw801 https://doi.org/10.1215/9780822378334
Suhariyati, S., Rahmawati, S. A., & Ubudiyah M. (2025). Stigmatization, life satisfaction, and its associated factors of childfree women: A scoping review. Pediomaternal Nursing Journal, 11(1), 56–62. https://doi.org/10.20473/pmnj.v11i1.51819 https://doi.org/10.20473/pmnj.v11i1.51819
Ståhl, M., Mayer, A., Hope, R., Scully-Blaker, R., & Taylor, N. (2026). More man vs nature mechanics? Exploring romanticized notions of solitude in r/SurvivalGaming [Extended abstract]. DiGRA 2026 International Conference: Intersectional Pleasures, Maynooth, Ireland. https://doi.org/10.26503/dl.v2026i4.2947 https://doi.org/10.26503/dl.v2026i4.2947
Ståhl, M., & Rusk, F. (2020). Player customisation, competence and team discourse: exploring player identity (co)construction in Counter-Strike: Global Offensive. Game Studies, 20(4). https://gamestudies.org/2004/articles/stahl_rusk
Ståhl, M. (2021). Community, diversity and visuality: An ethno-case study on constructing identities and becoming legitimate participants in online/offline communities [Doctoral. Doctoral dissertation, Åbo Akademi University]. https://urn.fi/URN:ISBN:978-952-12-4127-7
Sundén, J., & Sveningsson, M. (2012). Gender and sexuality in online game cultures: Passionate play. Routledge. https://doi.org/10.4324/9780203143148
Taylor, N. (2024). The grounds of gaming. Indiana University Press. https://doi.org/10.2979/18384.0
Taylor, T. L. (2022). Ethnography as play. American Journal of Play, 14(1), 33–57. https://www.museumofplay.org/app/uploads/2022/05/14-1-Article-2-Ethnography.pdf
Wills, J. (2018, December 21). Fallout 76: The lingering appeal of the post-apocalypse. The Conversation. https://kar.kent.ac.uk/80168/1/fallout-76-the-lingering-appeal-of-the-post-apocalypse-107981 https://doi.org/10.64628/AB.tsfgasnh5
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Matilda Ståhl, Fredrik Rusk

This work is licensed under a Creative Commons Attribution 4.0 International License.