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Information behavior and meaning-making in virtual play spaces: A case study of 'City of Heroes'.

机译:虚拟游戏空间中的信息行为和意义表达:以“英雄之城”为例。

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摘要

The intent of the researcher was initially to examine two questions: How are groups and/or peer cultures formed in the virtual play space of Massive Multiplayer Role Playing Games (MMORPGs), particularly City of Heroes; and how do information behavior theories, including meaning-making, and play theories, particularly in combination, might serve to explain the phenomenon of group formation and maintenance? Two other questions emerged and were added to the study. What, if any, other in-game social relationships can be explained or understood in light of information behavior theories, including meaning-making, and play theories, separately or in combination? What, if anything do in-game social relationships contribute to successful play, particularly in terms of information and meaning? The researcher gathered data through participant observation, examination of the official and unofficial Web pages relating to the game City of Heroes and other data gleaned from casual conversation with other game researchers, players and people in the game industry. Information seeking in the game was described using McKenzie's (2002) model of information practices. Meaning-making was examined through the lens of dramaturgy (Hare & Blumberg, 1988; Brissett & Edgley, 1990; Goffman, 1959, 1974). The researcher found that group formation and maintenance was not as important at this time in this particular game as was first assumed. However, temporary teaming added significantly to the play experience. Further, the researcher determined that the virtual play space must be considered as a "deliberately created culture" with both real seeming and obviously artificial elements. There were parallels in the virtual play space to elements of everyday life information seeking in real space. Finally, the "deliberately created culture" had important similarities to a theatrical space, and the examination of the play space through the elements of dramaturgy led to further understanding of how meanings are made in the social interactions of the space, and how those meanings aid in the game play.
机译:研究人员的目的最初是研究两个问题:在大型多人角色扮演游戏(MMORPG),特别是英雄城市的虚拟游戏空间中,群体和/或同伴文化是如何形成的;信息行为理论(包括意义创造)和游戏理论(尤其是组合理论)如何用于解释群体形成和维持的现象?出现了另外两个问题并将其添加到研究中。根据信息行为理论(包括意义创造和游戏理论),可以单独或组合地解释或理解其他游戏内社交关系(如果有)吗?游戏中的社交关系对成功的游戏有什么作用,特别是在信息和意义上又有什么作用?研究人员通过参与者观察,检查与游戏之城有关的官方和非官方网页以及与其他游戏研究人员,玩家和游戏行业人士的随意交谈收集的其他数据来收集数据。使用McKenzie(2002)的信息实践模型描述了游戏中的信息搜索。通过戏剧学的角度考察了意义的产生(Hare&Blumberg,1988; Brissett&Edgley,1990; Goffman,1959,1974)。研究人员发现,在这个特定的游戏中,团队的形成和维持目前并不像最初设想的那么重要。但是,临时分组大大增加了比赛体验。此外,研究人员确定虚拟游戏空间必须被视为具有真实表象和明显人为元素的“故意创造的文化”。虚拟游戏空间与在现实空间中寻找日常生活信息的元素具有相似性。最后,“故意创造的文化”与戏剧空间有着重要的相似之处,并且通过戏剧学的元素对游戏空间的研究使人们进一步了解了空间的社会互动中的意义是如何产生的,以及这些意义如何有助于在游戏中。

著录项

  • 作者

    Adams, Suellen S.;

  • 作者单位

    The University of Texas at Austin.;

  • 授予单位 The University of Texas at Austin.;
  • 学科 Anthropology Cultural.; Information Science.; Recreation.
  • 学位 Ph.D.
  • 年度 2006
  • 页码 260 p.
  • 总页数 260
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 人类学;信息与知识传播;群众文化事业;
  • 关键词

  • 入库时间 2022-08-17 11:40:48

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