Played and Designed Sociality in a Massive Multiplayer Online Game

L. Eklund, Magnus Johansson
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引用次数: 26

Abstract

This empirical study focuses on online collaboration and social interaction in temporary group formations. A case study of a massive multiplayer online game World of Warcraft explores these issues. Within this context little attention has been paid to temporary collaboration groups. The phenomenon is analyzed using interaction data complemented with interview data, forum data and consideration of game design. We found two main types of interaction, sociable and instrumental, but investment in the social situation was exceedingly little. We conclude that the low levels of social interaction observed are the result of a game design that makes the cost of social play high and restricts the available space for players to act within the designed architecture of the game, thus limiting the possibilities for played sociality. The connection between designed and played sociality is crucial for understanding online collaboration as it shapes online social worlds and therefore users’ experiences within this social context.
在一款大型多人在线游戏中体验和设计社交性
本实证研究的重点是在线协作和临时群体形成的社会互动。大型多人在线游戏《魔兽世界》的案例研究探讨了这些问题。在这种情况下,对临时协作组的关注很少。这一现象的分析采用互动数据,辅以采访数据、论坛数据和游戏设计的考虑。我们发现了两种主要的互动类型,社交和工具性,但对社交情境的投入非常少。我们得出的结论是,观察到的低社交互动水平是游戏设计的结果,它使社交游戏的成本很高,限制了玩家在游戏设计架构内的可用空间,从而限制了游戏社交性的可能性。设计社交和游戏社交之间的联系对于理解在线协作至关重要,因为它塑造了在线社交世界,从而塑造了用户在这种社交环境中的体验。
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0.90
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