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The WoW factor : leadership in World of Warcraft as sociotechnical practice

机译:魔兽世界的因素:在魔兽世界中作为社会技术实践的领导

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摘要

This thesis looks at guild and raid leadership in World of Warcraft (WoW) in a social, technological, and material context. The goal is to look at how leadership is practiced and co-produced by a wide variety of actors (human and non-human) in a social network. Leadership is looked at through how it is designed in the game, and how it is understood by the users. My data material consists of four qualitative interviews and several blog posts. In analysing them, I have made use of the STS (Science and Technology Studies) theories of domestication, scripts, and user-scripts.My findings include how technology and community together construct leadership in WoW. I have found that where players and leaders find weaknesses in the game’s design, they construct intricate systems to help them. This is illustrated by the widespread use of standardized systems for distributing high-value rewards (known to players as loot).In looking at how leadership is structured, I saw how guilds organized and structured themselves. I found that while guilds followed the game’s script of meritocracy, they also sometimes disobeyed the game’s design where the social needs were prominent.Raiding requires many resources, and in order for guilds to continue offering raiding to their members, leaders have taken on responsibilities to facilitate the activity. This includes offering a big and social atmosphere, and material goods and economic benefits.The use of technologies is prominent among my informants. The player community has constructed set practices of playing WoW correctly. By becoming part of the playing community, players are enrolled into these practices, and expected to follow them. Gaining access to a guild requires taking part in these practices, which often are communicated through word-of-mouth. As such, playing WoW is also reliant on acquiring social and cultural capital.In conclusion, I address the possibility that looking at leadership practices is a way to understand how leadership is learned through the idea that knowledge is learned through social and cultural dimensions in a community. Leaders are mentors more than they are bosses. The leadership is porous, meaning that the boundary between leader and follower is vague as they both move between the roles of leader and follower.
机译:本文从社会,技术和物质的角度研究了魔兽世界(WoW)中的行会和团队领导。目标是研究社交网络中各种角色(人类和非人类)如何实践和共同创造领导力。通过在游戏中如何设计领导力以及用户如何理解领导力来进行观察。我的数据材料包括四个定性访谈和几个博客文章。在分析它们时,我利用了驯化,脚本和用户脚本的STS(科学和技术研究)理论,我的发现包括技术和社区如何共同构建魔兽世界的领导地位。我发现,玩家和领导者发现游戏设计中的弱点时,就会构建复杂的系统来帮助他们。标准化系统广泛用于分配高价值奖励(玩家称为战利品)就说明了这一点。在研究领导力的结构时,我看到了行会如何组织和构造自己。我发现公会遵循了游戏中的精英管理原则,但有时他们也违背了社交需求突出的游戏设计,突袭需要很多资源,为了使公会继续向其成员提供突袭,领导者承担了责任。促进活动。这包括提供广阔的社会氛围,物质产品和经济利益。技术的使用在我的线人中很突出。玩家社区已经建立了正确玩魔兽的设定习惯。通过成为游戏社区的一部分,玩家可以加入这些实践中,并期望遵循这些实践。要获得公会的资格,就需要参与这些实践,通常通过口口相传。因此,玩魔兽世界还依赖于获取社会和文化资本。总而言之,我提出了一种可能性,即观察领导力实践是一种理解领导力的方式,即通过在社会和文化层面从知识中学习知识。社区。领导者比老板更重要。领导是多孔的,这意味着领导者和跟随者之间的界限是模糊的,因为他们都在领导者和跟随者的角色之间移动。

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