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Avatars as transitional objects: The impact of avatars and digital objects on adolescent gamers

机译:化身作为过渡对象:化身和数字对象对青少年游戏玩家的影响

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With practically unlimited opportunities for having fun, the Internet and numerous applications rapidly became favourable means of popular media among members of the younger generation, who enthusiastically embraced the contributions of the new Digital Age. The purpose of the current article is to explore the nature of adolescent gamers' use of avatars as transitional objects, via employing object-relations theory to understand the psychological use of objects within a digital material culture. Incorporating the psychoanalytic research interview method, the current study builds on in-depth interviews with two adolescent males. By equipping their avatars with special skills, attributes and possessions, users were able to establish their virtual presence, and in turn address and compensate for certain difficulties, shortcomings and anxieties deriving from their offline existence and family conflicts. The avatars were viewed as objects of perfection and collectors of meaningful artefacts, and served as a source of status, recognition and accomplishment; frequently reaching beyond offline realities. Throughout the manuscript, we discuss relevant implications for the field of game studies.
机译:有了几乎无限的娱乐机会,互联网和众多应用程序迅速成为了年轻一代成员中流行媒体的有利手段,这些成员热烈拥护新数字时代的贡献。本文的目的是通过运用对象关系理论来理解数字物质文化中对象的心理用途,从而探讨青少年游戏者将化身用作过渡对象的性质。结合心理分析研究访谈方法,本研究基于对两名青春期男性的深入访谈。通过为化身装备特殊的技能,属性和财产,用户能够建立虚拟的存在感,进而解决并弥补因离线生活和家庭冲突而引起的某些困难,缺点和焦虑。化身被视为完美的对象和有意义的人工制品的收集者,并且是地位,认可和成就的来源。经常超越离线现实。在整个手稿中,我们讨论了游戏研究领域的相关含义。

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