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首页> 外文期刊>Computers in Human Behavior >Enhancing one life rather than living two: Playing MMOs with offline friends
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Enhancing one life rather than living two: Playing MMOs with offline friends

机译:改善一种生活,而不是两种生活:与离线朋友一起玩MMO

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We use ethnographic, interview, and survey data to examine problematic play within the popular online game, World of Warcraft, or 'WoW for short. Research shows that players drawn to the interpersonal dimensions of online games are more prone to experience negative outcomes associated with their computer use. Our study suggests that it is not only whether online gamers seek meaningful social interactions that determine if WoW play becomes problematic, but exactly how players interact with others in online game-worlds. Specifically, levels of problematic WoW play depend on the extent gamers play with offline or 'real-life' friends and relations. Our survey data reveals both a direct relationship between playing WoW with offline friends and problematic online gaming and also an indirect one mediated by 'immersion' (defined as the extent that players feel like they are in a virtual world and in some cases actually their character). Interpreting these results through ethnographic and interview data, we suggest that playing WoW with real-life-friends allows gamers to transfer in-game accomplishments and experiences into offline social networks. Rather than competing and conflicting with the world outside of the game, WoW played in this way tends to enhance gamers' offline lives. Further, by keeping gamers in touch with perspectives outside of WoW, playing with real-life-friends instills critical distance and greater awareness of how excessive play can damage offline commitments and relationships, allowing gamers to better monitor, evaluate, and ultimately regulate excessive game-play.
机译:我们使用人种学,访谈和调查数据来研究流行的在线游戏《魔兽世界》(简称“魔兽世界”)中存在问题的游戏。研究表明,被在线游戏的人际关系吸引的玩家更容易体验与计算机使用相关的负面结果。我们的研究表明,不仅在线游戏玩家是否寻求有意义的社交互动来确定《魔兽世界》游戏是否成为问题,而且还确切地说明了玩家如何与在线游戏世界中的其他人互动。具体来说,有问题的《魔兽世界》玩法水平取决于玩家与离线或“现实”朋友和亲戚玩游戏的程度。我们的调查数据揭示了与离线朋友玩魔兽世界和有问题的在线游戏之间的直接关系,以及由“沉浸感”(定义为玩家在虚拟世界中感觉自己的程度,在某些情况下实际上是他们的性格)介导的间接关系。 )。通过人种学和访谈数据解释这些结果,我们建议与现实生活中的朋友一起玩《魔兽世界》可以让游戏玩家将游戏中的成就和体验转移到离线社交网络中。与以游戏之外的世界竞争和冲突相比,以这种方式玩魔兽世界可以改善游戏玩家的离线生活。此外,通过使游戏玩家与《魔兽世界》之外的其他观点保持联系,与现实生活中的朋友一起玩耍可灌输关键距离,并更好地了解过度玩耍如何损害离线承诺和人际关系,从而使游戏玩家可以更好地监控,评估并最终监管过度游戏-玩。

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