Visualizing and Analyzing Cultural Voices in Computer-Mediated Communication through Social Gaming Simulation

Ayae Kido, Kosuke Wakabayashi, Tomomi Hatano, A. Nameda, Shinya Saito, Mitsuyuki Inaba, Tatsuya Sato
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Abstract

The present study aims at establishing digital scholarly methods to understand the transformational processes of thought and behavior in individuals within changing socio-cultural situations. We adopted the socio-cultural approach as a conceptual framework that considers cultural phenomena as dynamic processes for the interplay of cultural voices in "personal" and "authoritative" layers. We first designed a gaming simulation based on actual societal changes and conflicts among stakeholders regarding nuclear power plants. Next, we developed a net-based communication tool that supports players' dialogues and records the trajectories of players' utterances and attitudes. After the experimental gaming simulation, we utilized the KACHINA CUBE system (KC) to visualize the social events, dialogues, and attitude changes of players. With this system, the diversity and commonality across the players' transformations were exposed onto KC's 3D space. The debriefing session also revealed that non-linear transformations of the players were derived from the interplay of their multi-layered cultural voices.
通过社交游戏模拟可视化和分析计算机媒介传播中的文化声音
本研究旨在建立数位学术方法,以了解个人在不断变化的社会文化情境中的思想和行为转变过程。我们采用社会文化方法作为概念框架,将文化现象视为“个人”和“权威”层面文化声音相互作用的动态过程。我们首先设计了一个基于实际社会变化和利益相关者之间关于核电站的冲突的游戏模拟。接下来,我们开发了一个基于网络的交流工具,它支持玩家的对话,并记录玩家的话语和态度轨迹。在实验游戏模拟之后,我们利用KACHINA CUBE系统(KC)来可视化玩家的社会事件、对话和态度变化。通过这个系统,玩家转换的多样性和共性被暴露在KC的3D空间中。汇报环节还显示,玩家的非线性转变源自他们多层次文化声音的相互作用。
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