Lifestyles of virtual world residents, living in the on-line game, "Lineage"

Leo Sang-Min Whang, Geun-Young Chang
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引用次数: 162

Abstract

This study attempted to explore different lifestyles of game players who have adopted the virtual world as part of their life in the online game world. An online survey was conducted to the players of one of famous Internet based games called 'Lineage'. 'Lineage' has become the biggest online game in the world accommodating over 6 million users worldwide, where people create his or her new identities and play various roles. 4,786 game players have participated in the survey, and their lifestyles were identified with their values and attitudes in the virtual world. Upon classification of their lifestyles, the behavioral tendencies and characteristic desires were compared by the lifestyles in virtual world. The study showed that game players have developed their own distinctive lifestyles, and the lifestyles were strong criterion on explaining the behavior patterns and their different desire to achieve in the world among them. The lifestyles were classified into three general categories: Single-Oriented Player, Community-Oriented Player, Off-real World Games. Each group displayed distinct differences in their values and game activities, as well as anti-social behavior tendencies. The differences were reflecting not only their personality but also their socio-economic status within the virtual world that is constructed through the game activities. This study hopes to serve as a model to understand how players from different real life backgrounds will behave to the various game features and how they adopt the virtual world for their new social identities.
在线游戏“天堂”中虚拟世界居民的生活方式
本研究试图探讨在网络游戏世界中,将虚拟世界作为其生活一部分的游戏玩家的不同生活方式。一项针对著名网络游戏“天堂”的玩家进行的在线调查。“天堂”已经成为世界上最大的网络游戏,在世界范围内容纳超过600万用户,人们创建自己的新身份并扮演各种角色。4786名游戏玩家参与了这项调查,他们的生活方式与他们在虚拟世界中的价值观和态度一致。在对他们的生活方式进行分类的基础上,通过虚拟世界的生活方式对他们的行为倾向和特征欲望进行比较。研究表明,游戏玩家形成了自己独特的生活方式,这种生活方式是解释他们在游戏世界中不同的行为模式和实现愿望的有力标准。游戏将玩家的生活方式分为三大类:单人导向型玩家、社区导向型玩家和非现实世界游戏。各组在价值观、游戏活动、反社会行为倾向等方面表现出明显差异。这种差异不仅反映了他们的个性,也反映了他们在通过游戏活动构建的虚拟世界中的社会经济地位。本研究希望作为一个模型,来了解来自不同现实生活背景的玩家对各种游戏功能的反应,以及他们如何将虚拟世界作为新的社会身份。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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