Beyond Evil and Good in Online Gaming. An Analysis of Violence in ‘Overwatch’ Between Demonization and Proactive Values

Enrico Gandolfi, F. Antonacci
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引用次数: 2

Abstract

Many studies have addressed and explored the effects of video games with an emphasis on violence and aggressive behaviors. This article’s aim is to go beyond the simplistic difference between negative outcomes and their absence by suggesting the concept of “meaningful violence.” For exploring possible instances of such a phenomenon, a content analysis (Gee, 2012) of online materials (online comments, user-generated content) from leading gaming media environments (Reddit, YouTube) was directed targeting the popular video game Overwatch. The theoretical framework adopted drawn its cornerstones from Educational Sciences, Philosophy, and Media Studies, spanning key concepts such as “symbolic imaginary” (Durand, 1999, Wunenburger, 1995) and phenomenological-hermeneutic analysis (Gadamer, 2004). Results point to an alternative overview of gaming violence, which puts in-game aggressiveness and sacrifice in a new light beyond counter-posed viewpoints. Implications are noteworthy for both researchers and practitioners, who can harness positive and proactive processes behind apparently negative attitudes and superficial measurements of explicit content and disruptive actions.
网络游戏中的善恶超越《守望先锋》中暴力行为的妖魔化与积极价值观分析
许多研究都强调了电子游戏对暴力和攻击性行为的影响。本文的目的是通过提出“有意义的暴力”的概念,超越消极结果与没有消极结果之间的简单区别。为了探索这种现象的可能实例,我们针对流行的电子游戏《守望先锋》进行了一项内容分析(Gee, 2012),分析了来自主要游戏媒体环境(Reddit, YouTube)的在线材料(在线评论,用户生成内容)。所采用的理论框架从教育科学、哲学和媒体研究中吸取了其基石,涵盖了“符号想象”(Durand, 1999, Wunenburger, 1995)和现象学-解释学分析(Gadamer, 2004)等关键概念。研究结果指向了对游戏暴力的另一种看法,即将游戏中的攻击性和牺牲置于对立观点之外。对于研究人员和从业人员来说,影响是值得注意的,他们可以在明显的消极态度和对明确内容和破坏性行为的肤浅测量背后利用积极和主动的过程。
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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