首页> 外文期刊>Journal of Virtual Worlds Research >Spectacular Interventions of Second Life: Goon Culture, Griefing, and Disruption in Virtual Spaces
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Spectacular Interventions of Second Life: Goon Culture, Griefing, and Disruption in Virtual Spaces

机译:壮观的第二生命干预:传统文化中的愚蠢文化,悲痛和破坏

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Employing game theory and cultural studies in order to make a much needed distinction between grief play (which is a type of game play) and griefing (as a disruptive cultural activity), I argue that griefers in Second Life, who engage in potentially subversive practices which residents recognize as characterizing the activities of subcultures, construct cultural formations, a term developed by Raymond Williams in his book The Sociology of Culture to describe groups that embody looser structures. Claiming that they are causing turmoil for the lulz (or laughs), they treat their activities as mere game play. However, underneath the rhetoric of game play based on targeting those who take the “Internet as serious business,” there exists a cultural phenomenon with serious effects. They not only jam the world’s signification system and subvert the bourgeois taste by spamming the environment with offensive objects (such as penises, swastikas, and communist symbols), but also attack the capitalistic ideology by crashing sims and significant media events, and regularly launching raids in-world which result in causing in-world businesses to lose money, thereby hurting the virtual economy at large.
机译:我利用博弈论和文化研究来区分悲伤游戏(这是一种游戏方式)和悲伤(作为一种破坏性的文化活动)之间的迫切需要,我认为《第二人生》中的悲伤者从事潜在的颠覆性行为雷蒙德·威廉姆斯(Raymond Williams)在他的《文化社会学》一书中提出的一个术语,居民将其视为亚文化活动的特征,构建了文化形态,用以描述体现松散结构的群体。声称自己造成了骚动(或笑声)动荡,他们将自己的活动视为纯粹的游戏活动。然而,在针对那些将“互联网视为严肃的生意”的人群的游戏论调之下,存在着一种文化现象,产生了严重的影响。它们不仅破坏了世界的指称系统,并通过向攻击性对象(例如阴茎,十字记号和共产主义符号)散布环境来破坏资产阶级的品味,而且还通过破坏模拟市民和重大媒体事件并定期发起突袭来攻击资本主义意识形态。在世界范围内造成的损失导致世界上的企业蒙受损失,从而损害了整个虚拟经济。

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