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A comparison of social capital and the problematic use of massively multiplayer online games.

机译:社会资本与大型多人在线游戏存在问题的比较。

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摘要

The purpose of this study was to further understand the relationship between problematic use and social aspects of Massively Multiplayer Online Games (MMOGs). As Internet use has gained in popularity in technologically-privileged communities, so has participating in real-time, virtual, three-dimensional worlds with hundreds or thousands of other people. These MMOGs have drawn attention from researchers and policymakers, concerned that the games were addictive and that high levels of time spent in the virtual world might interfere with other aspects of the players' lives. On the other hand, some researchers hypothesized that MMOGs may be effective social outlets, providing some of the benefits normally found in offline social activities. In particular, some researchers have looked at whether MMOGs may be similar to the "third places" of offline communities: the bar, the sports club, or the local hangout where individuals relax and interact with relative strangers.;An invitation to take an internet-based self-report questionnaire was posted on seven forums dedicated to users of the two MMOGs: World of Warcraft and Second Life. These two were chosen because they have the highest market share of two broad categories of MMOGs: Massively Multiplayer Online Role-Playing Games (MMORPGs) and Massively Multiplayer Online Social Games (MMOSGs), respectively. Of the 91 completed questionnaires, roughly half were participants from each MMOG.;While the MMOGs did not differ in levels of in-game bridging social capital or problematic use, Second Life residents reported higher levels of in-game bonding social capital. For World of Warcraft players, more hours per week and more time spent playing alone predicted lower in-game social capital. For Second Life residents, more hours per week in the MMOG predicted higher in-game social capital, particularly in-game bonding social capital. In the users' offline lives, more hours of weekly MMOG use predicted lower offline social capital.;Problematic use was best predicted in World of Warcraft players by the number of hours spent in the MMOG and being a male player, while the number of offline friends interacted with in-MMOG predicted less problematic use. For Second Life residents, higher levels of loneliness and the more hours used per week were the strongest predictors of increased problematic use. World of Warcraft players reported less use of the game to regulate mood, and less preference for online social interaction than Second Life residents. At higher levels of extraversion, higher levels of reported problematic use by Second Life residents did not predict lower levels of offline social capital, a relationship not seen in World of Warcraft players.;The finding that in-game bridging social capital was higher than offline bridging social capital on a per-respondent basis suggests that MMOGs may be third places for some users. There are, however, no benchmarks of social capital in traditional third places of any culture with which to compare how effective they are. Further research is needed to assess the relationship of MMOG social capital and problematic use longitudinally.
机译:这项研究的目的是进一步了解有问题的使用与大规模多人在线游戏(MMOG)的社会方面之间的关系。随着Internet在技术特权社区中的普及,与成百上千的其他人一起参与实时,虚拟的三维世界也变得如此。这些MMOG引起了研究人员和政策制定者的关注,他们担心游戏会令人上瘾,并且在虚拟世界中花费大量时间可能会干扰玩家生活的其他方面。另一方面,一些研究人员假设MMOG可能是有效的社交渠道,提供了通常在离线社交活动中发现的一些好处。尤其是,一些研究人员研究了MMOG是否可能类似于离线社区的“第三名”:酒吧,体育俱乐部或个人可以与相对陌生人放松互动的当地视频群聊。基于自我报告的问卷已发布在七个论坛上,专门针对两个MMOG用户:《魔兽世界》和《第二人生》。之所以选择这两个,是因为它们在两大类MMOG中分别拥有最高的市场份额:大型多人在线角色扮演游戏(MMORPG)和大型多人在线社交游戏(MMOSG)。在完成的91份问卷中,每个MMOG的参与者约有一半。虽然MMOG在游戏内桥接社会资本或使用问题方面的水平没有差异,但《第二人生》居民报告的游戏内结合社会资本水平更高。对于魔兽世界玩家来说,每周更多的时间和独自玩耍会花费更多的时间,这预示着游戏中的社交资本将会降低。对于“第二人生”居民,MMOG中每周有更多的时间预测更高的游戏内社交资本,尤其是游戏内绑定社交资本。在用户的离线生活中,每周使用MMOG的时间增加会预测离线的社会资本减少;在魔兽世界玩家中,最好的预测是问题性使用是通过在MMOG中花费的时间(是男性玩家)而离线与MMOG内部互动的朋友预测使用中的问题较少。对于“第二人生”居民而言,较高的孤独感和每周使用的更多时间是增加使用问题的最强预测指标。与《第二人生》居民相比,《魔兽世界》玩家报告称较少使用游戏来调节情绪,并且对在线社交互动的偏爱也较少。在较高外向性的情况下,据报道《第二人生》居民的较高使用问题水平并未预示线下社会资本的水平会降低,这在《魔兽世界》玩家中是不存在的;;发现游戏中架桥式社会资本要高于线下社会的发现。在每个受访者的基础上桥接社会资本表明,对于某些用户而言,MMOG可能排名第三。但是,在任何文化的传统第三位都没有社会资本的基准可以用来比较它们的有效性。需要进一步的研究来纵向评估MMOG社会资本和问题使用之间的关系。

著录项

  • 作者

    DiChiara, Carmine Anthony.;

  • 作者单位

    Massachusetts School of Professional Psychology.;

  • 授予单位 Massachusetts School of Professional Psychology.;
  • 学科 Psychology Clinical.;Web Studies.
  • 学位 Psy.D.
  • 年度 2010
  • 页码 181 p.
  • 总页数 181
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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