Experiences of social demand in a simulated gaming environment

J. Banks, C. Carr
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引用次数: 1

Abstract

Communicating with others is a key motivation for playing digital games, but associated gratifications often require the presence of and interaction with other agents that may be inherently demanding. This demand has been characterized as emerging from intersections of implicit or explicit awareness of and implicit or explicit response to the social other. To explore phenomenological dimensions of this concept—nascent in relation to immersive digital environments—this study explored online gamers’ assessments of the demands of encountering an unknown avatar in a massively multiplayer online game (MMO). After experiencing a survey-based, simulated encounter, players were asked to describe the ease or effortfulness of such an interpersonal encounter. In these descriptions, emergent thematic analysis identified six key factors in degrees of experienced demand: individual differences in personality and skill, environmental and social contexts of encounters, awareness of identity and agency boundaries in the online environment, game culture norms for interaction, perceived interaction value, and anticipations for how a communicative episode would unfold. Findings suggest that although social demand has, to date, been characterized as emerging from the game itself, it may be best understood as a function of the intersection of micro-level (intrapersonal), meso-level (interpersonal), and macro-level (cultural/situational) communicative factors.
模拟游戏环境下的社交需求体验
与他人交流是玩数字游戏的关键动机,但相关的满足感往往需要与其他代理的存在和互动,这可能是固有的要求。这种需求的特点是产生于对社会他者的内隐或外显意识以及内隐或外显反应的交叉点。为了探索这一概念的现象学维度——与沉浸式数字环境有关——本研究探讨了在线游戏玩家在大型多人在线游戏(MMO)中遇到未知角色时的需求评估。在经历了基于调查的模拟遭遇战后,玩家被要求描述这种人际遭遇战的轻松程度或费力程度。在这些描述中,紧急主题分析确定了体验需求程度的六个关键因素:个性和技能的个体差异,遭遇的环境和社会背景,在线环境中身份和代理边界的意识,互动的游戏文化规范,感知的互动价值,以及对交流情节如何展开的预期。研究结果表明,尽管迄今为止,社交需求一直被认为是来自游戏本身,但最好将其理解为微观层面(人际层面)、中观层面(人际层面)和宏观层面(文化/情境)交流因素的交集。
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