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Character customization in video games as symbolic consumption- how characters are customized

机译:电子游戏中的角色定制是象征性消费-如何自定义角色

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摘要

Objective of the studyThe objective of this study is to develop an understanding of how symbolic consumption takes place in video games as video game players customize their character. In real life products serve as symbols of their consumers and help consumers locate themselves in the society, but to this date the consumption in video games has not been studied largely. One recognized way to use customization is to display one’s favorite brands. Existing studies based on other types of virtual environments suggest that customization features are often used to create a representation of the self to the virtual environment.Research methodThis research takes a cultural approach to consumer research and is qualitative and interpretive in its nature. To conduct the study seven semi-structured interviews were conducted with Finnish 17–26 year-old video game players familiar with the games chosen for this study.FindingsAs its main findings, this study identifies two main themes that describe symbolic consumption in video games. First, the symbolic resources that are provided through character customization are used to create self-representations into the virtual environment of the video game. These self-representations can draw from players self-image, but also from past or desired self-images. Self-representative consumption in video games is understood to play a role in construction of the self like all voluntary consumption in real life. Second, symbolic resources that are provided through character customization are used playfully for example to create caricatures and mockeries of real-life characters and standards.
机译:研究目的本研究的目的是加深对视频游戏玩家自定义角色时电子游戏中象征性消费的认识。在现实生活中,产品充当其消费者的象征,并帮助消费者在社会中定位自己,但是迄今为止,尚未对视频游戏的消费进行大量研究。一种公认的使用定制的方法是展示自己喜欢的品牌。基于其他类型虚拟环境的现有研究表明,自定义功能通常用于创建自我对虚拟环境的表示。研究方法本研究采用文化方法进行消费者研究,并且本质上是定性和解释性的。为了进行这项研究,对熟悉本研究选择的游戏的芬兰17至26岁视频游戏玩家进行了七次半结构化访谈。调查结果作为主要发现,本研究确定了两个描述电子游戏中象征性消费的主题。首先,通过角色定制提供的符号资源用于在视频游戏的虚拟环境中创建自我表示。这些自我表象可以从玩家的自我形象中汲取,也可以从过去或期望的自我形象中汲取。与现实生活中的所有自愿消费一样,视频游戏中的自我代表消费被认为在自我建设中发挥着作用。其次,通过角色自定义提供的符号资源可用于例如创建现实中的角色和标准的漫画和嘲笑。

著录项

  • 作者

    Mertsalmi Juhani;

  • 作者单位
  • 年度 2010
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  • 原文格式 PDF
  • 正文语种 en
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