首页> 外文期刊>Journal of Virtual Worlds Research >Harsh Words and Deeds: Systematic Content Analyses of Offensive* User Behavior in the Virtual Environments of Online First-Person Shooter Games
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Harsh Words and Deeds: Systematic Content Analyses of Offensive* User Behavior in the Virtual Environments of Online First-Person Shooter Games

机译:严酷的言行:在线第一人称射击游戏虚拟环境中令人反感的*用户行为的系统内容分析

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While the virtual environments of online games can foster healthy relationships and strong communities, some online games are also marred by antisocial and offensive behavior. Such behavior, even when relatively rare, influences the interactions and relationships of users in online communities. Thus, understanding the prevalence and nature of antisocial and offensive behaviors in online games is an important step toward understanding the full spectrum of healthy and unhealthy interactions and relationships in virtual environments. Extensive research has explored video game content produced by game developers, such as violence, profanity, and sexualized portrayals, but much less research has systematically examined potentially problematic content produced by players in online games. While potential effects of antisocial and offensive online game content are not well understood, a first step toward exploring this concern is systematic documentation of offensive user-generated content in online games. To that end, two large-scale content analyses measured a range of offensive user-generated content, including utterances, text, and images, from a total of more than 2,500 users in popular first-person shooter video games. Findings indicated that some content, such as profanity, was frequent among users who spoke during games. More offensive and potentially harmful content, such as racial slurs, was proportionally very rare, but frequent enough to be encountered often by regular players. Results of this initial investigation should be interpreted tentatively, do not suggest that relationships in online shooter games lack healthy elements, and should not be generalized to other online game communities until further research is conducted.* Note: This paper contains strong language which may be offensive to some readers.
机译:虽然网络游戏的虚拟环境可以促进健康的关系和强大的社区,但某些网络游戏也受到反社会和攻击行为的损害。即使相对罕见,这种行为也会影响在线社区中用户的互动和关系。因此,了解在线游戏中反社会和攻击行为的普遍性和性质是迈向了解虚拟环境中各种健康和不健康互动与关系的重要一步。广泛的研究已经探究了游戏开发商所制作的视频游戏内容,例如暴力,亵渎和性化描写,但很少有研究系统地检查在线游戏中玩家所产生的潜在有问题的内容。尽管对反社会和令人反感的在线游戏内容的潜在影响还没有很好地理解,但探索这一问题的第一步是对网络游戏中令人反感的用户生成内容的系统化记录。为此,进行了两次大规模的内容分析,从流行的第一人称射击游戏的2500多个用户中测量了一系列令人反感的用户生成内容,包括话语,文本和图像。调查结果表明,在游戏中讲话的用户中经常出现亵渎等内容。成比例的冒犯性内容(例如种族诽谤)在比例上非常少见,但其频率足以让普通玩家经常遇到。初步调查的结果应试探性地解释,不要暗示在线射击游戏中的关系缺乏健康​​因素,并且在进行进一步研究之前,不应将其推广到其他在线游戏社区。*注:本文包含的粗俗语言可能冒犯某些读者。

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