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Mechanisms of Disclosure: A Socio-technical Perspective on Sociality in Massively Multiplayer Online Role- playing Games

机译:公开机制:大型多人在线角色扮演游戏中社交性的社会技术视角

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摘要

It is a mainstay in game studies that Massively Multiplayer Online Role-Playing Games are boasting social relations and community formation. Considering games as "sociotechnical" environments, this article studies how the usage of external communication technologies in an online video game guild shapes the members' social dynamics. Based on a one-year ethnographic study of a women's guild in The Elder Scrolls Online (TESO), the analysis shows that the infrastructure of TESO guards anonymous interaction by default and contributes to the game as a "safe space." The displacement of guild communication to media platforms outside the game, however, unleashed mechanisms of disclosure: a leakage of information from the private, domestic domain via TeamSpeak and the "sharing" imperative of personal information on Facebook. Such techno-induced forms of personal disclosure act as a double-edged sword: they strengthen the guild's social bonds but, simultaneously, breed tensions, peer-to-peer surveillance, and social control within the guild.
机译:大型多人在线角色扮演游戏拥有社会关系和社区形成,这是游戏研究的主要内容。将游戏视为“社会技术”环境,本文研究了在线视频游戏行会中外部通信技术的使用如何影响会员的社会动态。根据《上古卷轴在线》(TESO)对女性行会进行的为期一年的人种志研究,分析表明,TESO的基础结构默认情况下会保护匿名交互,并为游戏提供“安全空间”。但是,将公会通信转移到游戏之外的媒体平台上,释放了公开的机制:通过TeamSpeak从私人的国内领域泄漏信息,并且在Facebook上“共享”个人信息。这种由技术引起的个人披露形式就像一把双刃剑:它们加强了行会的社会纽带,但同时也加剧了行会内部的紧张关系,对等监视和社会控制。

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