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Strangers and friends

机译:陌生人和朋友

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摘要

We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the "gold standard" of Gemeinschaft-like communities of close relations in tightknit groups. We suggest populations for whom similar games could be designed.
机译:我们分析了在一个在线视频游戏,魔兽世界,美国最受欢迎的个人电脑游戏中的协作游戏,亚洲和欧洲的重要市场。基于沉浸式民族志研究,我们描述了游戏和球员文化的社会组织如何影响球员的享受和学习游戏。我们发现,游戏的特点是从简短的非正式遭遇到结构化组的高度有组织的播放的多种合作。各种合作使游戏更有趣并提供丰富的学习机会。我们将这些不同的合作,包括与陌生人的合作,与密码群体密切关系密切关系的“黄金标准”。我们建议设计类似游戏的人口。

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