首页> 外文会议>International Conference on Virtual Systems and Multimedia >Calm down buddy! it's just a game: Behavioral patterns observed among teamwork MMO participants in WARGAMING's world of tanks
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Calm down buddy! it's just a game: Behavioral patterns observed among teamwork MMO participants in WARGAMING's world of tanks

机译:冷静下来伙伴!这只是一场比赛:在Wargaming的坦克世界世界的团队合作与会者中观察到的行为模式

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This study examines (also develops) several scenarios in a massively multiplayer online game, World of Tanks, in order to observe player's response to the occurred/created stimuli in different situations. A qualitative approach through observation and experience is employed to study the behavior of team players in the real situations, although occurring in a virtual environment. World of Tanks offers various scenarios, which are mostly involved with teamwork activities. Being a tiered/ranked-based game, also exposing players' stats to each other, the game has provided an environment, in which, for many players, ‘stats’ have become more important than the game itself. In this situation sometimes the fun part of the game is victimized by the above attitude, leading to cyber-bullying, humiliation, verbal abuse, and in some cases deliberate friendly fire. However, the level of behavior varies from a scenario to another. Additionally, some other behavioral patterns, observed during the experience, are discussed in this study, which reflect the real world semi-similar scenarios/situations in a virtual environment e.g. helping teammates in the time of need or taking personal advantages rather than assisting others. This is a phenomenological case study using symbolic interactionism, interpretivism, and phenomenology as a theoretical perspective through direct and indirect observation while experiencing the phenomenon being investigated. A constructionism epistemology is used in order to construct knowledge about the above phenomenon. Data is collected using an existing WARGAMING's World of Tanks account mainly from the real scenarios (battles). However, this game offers various features such as online chat (text and voice), statistics, and several associated websites where users can share their experience/thoughts in many different forms from text to interactive multimedia. These sources of data are also used wherever needed. This study looks at various scenarios to investigate the factors influencing the players' behavior in occurrence of the mentioned events in order to develop few patterns for some of them, where applicable. This study aims not to criticize the observed behaviors but to study and illustrate them. Therefore, study takes no side neither encouraging nor discouraging the behavior. However, a brief discussion is provided at the end arguing over the reflection of behavior in the real world scenarios, vice versa.
机译:本研究审查(也开发)在大型多人在线游戏,坦克世界中的几种情景,以观察球员对不同情况发生的发生/创造刺激的响应。虽然在虚拟环境中发生,但通过观察和经验进行定性方法,以研究团队参与者在真实情况下的行为。坦克世界提供各种场景,主要参与团队合作活动。作为一个基于分层/排名的游戏,也将玩家的统计数据互相曝光,游戏提供了一个环境,其中,对于许多玩家来说,“统计数据”比游戏本身变得更加重要。在这种情况下,游戏的有趣部分是通过上述态度的牺牲品,导致网络欺凌,羞辱,口头虐待,以及在某些情况下故意友好的火灾。但是,行为级别从一个场景变化到另一个方案。另外,在本研究中讨论了在经验期间观察到的一些其他行为模式,这反映了虚拟环境中的现实世界半类似场景/情况。帮助队友在需要或占据个人优势而不是协助他人。这是一种现象学案例研究,其使用符号互动主义,解释主义和现象学作为通过直接和间接观察的理论观点,同时经历了正在研究的现象。使用建造境认知来构建关于上述现象的知识。使用现有的Wargaming的坦克世界的数据收集数据主要来自真实情况(战斗)。然而,这场比赛提供了各种功能,如在线聊天(文本和语音),统计数据和一些相关的网站,用户可以从文字到多媒体互动许多不同的形式分享他们的经验/想法。这些数据来源也是在需要的地方使用。本研究看着各种情景,调查影响参与者行为的因素,以便在适用的情况下开发一些模式。本研究旨在批评观察到的行为,而是为了学习和说明它们。因此,学习既不令人鼓舞也没有令人沮丧的行为。然而,在现实世界场景中的行为的反映反映,反之亦然,以简要讨论。

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