首页> 外文学位 >In- and out-of-character: The digital literacy practices and emergent information worlds of active role-players in a new Massively Multiplayer Online Role-Playing Game.
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In- and out-of-character: The digital literacy practices and emergent information worlds of active role-players in a new Massively Multiplayer Online Role-Playing Game.

机译:特点:在新的大规模多人在线角色扮演游戏中,数字素养实践和活跃角色扮演者的新兴信息世界。

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摘要

This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger and Burnett's (2010) theory of information worlds alongside the Partnership for 21st Century Learning's (2011a) framework for information, media, and information communication technology literacy skills as lenses for qualitative content analysis, the researcher describes the social context(s) of the digital literacy practices used by role-players. These skills are crucial for success in the 21st century, in general, as well as in the virtual worlds of MMORPGs due to the amount of information and research needed to advance through the game (Martin, 2011, 2012; Martin et. al, 2012; Partnership for 21st Century Learning, 2011a).;This study employs a hybrid ethnographic approach, which is multi-sited and adaptive to allow for a closer following of the research phenomenon and the opportunity to explore emergent behaviors, is accelerated and data intensive, and includes overt engagement in role-playing activities alongside informants in addition to traditional observation. Qualitative data was collected from in-game chatlogs, screenshots, audiovisual recordings, and a sampling of community artifacts, such as forums and other community-mediated websites. Additionally, 17 sets of semi-structured interviews were conducted both in- and out-of-character to better understand the intersections between the informants' real and virtual lives.;The findings both confirm and expand upon previous work on the social aspects of digital literacy practices of MMORPG players. Role-playing, as a social and creative activity, is highly dependent on the effective exchange of information. This exchange of information is impacted by the social norms, information values, and boundaries within and across the community. For instance, out-of-character information or disputes should never find their way into an in-character dialogue unless it has been previously discussed during role-playing events or storylines, or unless consent has been granted by both parties involved beforehand. Intuitively, the digital literacy practices of role-players consist of a symbiotic interaction and combination of the normative information behaviors and information value systems of the community. This reinforces the contextual nature of digital literacy and may suggest that issues with the transference of digital literacy skills for use across different settings, such as academic, work, personal, etc., are due to conflicting information value systems despite potentially similar types of information or information behaviors being used.;As the first study to apply the theory of information worlds to an ethnographic study of role-players in a MMORPG, the researcher evaluates and potentially expands upon the theory in order to determine its usefulness given the research context and methodology. Additionally, the methodological complications caused by the competing aspects of a study dually tasked with creating a detailed description and protecting the informants of a small and open online community are discussed. Finally, the researcher also discusses how role-playing might be used in the library or classroom for digital literacy skills instruction.
机译:本文探讨并描述了角色扮演者的角色内和角色外信息世界以及数字素养实践,这些角色世界在大型在线多人在线游戏《 WildStar》之内和之外创建并制定其角色或化身的故事。角色扮演游戏(MMORPG)(卡宾工作室,2015年)。研究人员利用Jaeger和Burnett(2010)的信息世界理论,以及21st Century Learning合作伙伴关系的信息,媒体和信息通信技术素养技能框架(2011a)作为定性内容分析的镜头,描述了角色扮演者使用的数字素养实践。总体而言,这些技能对于在21世纪以及MMORPG的虚拟世界中取得成功至关重要,因为在游戏中需要大量的信息和研究(Martin,2011年,2012年; Martin等人,2012年) ;《面向21世纪学习的合作伙伴关系》(2011年a)。该研究采用了混合人种学方法,该方法是多地点的且具有适应性,从而可以更紧密地跟踪研究现象并探索新兴行为的机会,这种方法被加速并且数据密集,除传统观察外,还包括与信息提供者一起公开参与角色扮演活动。从游戏中的聊天记录,屏幕截图,视听记录以及社区工件(例如论坛和其他社区介导的网站)的采样中收集定性数据。此外,在字符内和字符外进行了17组半结构化访谈,以更好地了解线人的真实生活与虚拟生活之间的交集。这些发现既确认又扩展了先前在数字社会方面的工作MMORPG玩家的素养实践。角色扮演是一种社交和创造性的活动,在很大程度上取决于信息的有效交换。这种信息交换受到社区内部和整个社区的社会规范,信息价值和界限的影响。例如,除非角色扮演事件或故事情节中事先进行过讨论,或者除非事先征得了相关各方的同意,否则,角色外信息或纠纷决不应进入角色内对话。直觉上,角色扮演者的数字素养实践包括共生互动和规范信息行为与社区信息价值系统的结合。这加强了数字素养的背景性质,并且可能表明,尽管可能具有类似的信息类型,但在不同的环境(例如学术,工作,个人等)中使用数字素养技能的转移问题是由于信息价值体系相互冲突造成的。作为将信息世界理论应用于MMORPG中角色扮演者的人种学研究的第一个研究,研究人员评估该理论并可能对其进行扩展,以便在给定研究背景和条件的情况下确定其有用性。方法。此外,还讨论了由研究的竞争方面引起的方法上的复杂性,该研究的双重任务是创建详细的说明并保护小型开放网络社区的信息提供者。最后,研究人员还讨论了如何在图书馆或教室中使用角色扮演来进行数字素养技能教学。

著录项

  • 作者

    Hollister, Jonathan M.;

  • 作者单位

    The Florida State University.;

  • 授予单位 The Florida State University.;
  • 学科 Information science.
  • 学位 Ph.D.
  • 年度 2016
  • 页码 277 p.
  • 总页数 277
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:43:43

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