Las dinámicas familiares en torno al videojuego social Fortnite

F. Albarello, A. Velasco, Mariángeles Castro Sánchez, Angela Novoa Echaurren, Victoria Novaro, Francisco Narbáis
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Abstract

In 2017 the company Epic Games created the videogame Fortnite. This game has become the cross-platform survival and open experience with the greatest penetration worldwide. The rapid increase of use has spread alarm voices among parents and the media have echoed these concerns criticizing the game for being responsible for most afflictions suffered by children and adolescents. 178 The study is based on an understanding of the game as a key element in personal and social development. Therefore, this project aims to explore and describe the specific interactions emerging as a result of the penetration of Fortnite into family life, seeking to extend our understanding of the phenomenon and the potential effects that it may produce in the family dynamics. The research also seeks to categorize the dynamics generated, emphasizing more specifically on implications for parents in terms of educative mediation. Concerning the methodology, this is a qualitative exploratory case study, in which observations and in-depth interviews are the main sources of data collection. According to the analysis of the first interviews and observations, it is possible to provisionally hypothesize that, unlike simplistic views spread through mass media of Fortnite as a new dangerous addictive platform for young people, the diverse contexts and realities that configure each family make this type of linear interpretations highly problematic. Most technological devices affect the interaction and relational dynamics already installed in families. Throughout the last forty years, television and offline video games have been playing a significant role in shaping the family relationships. Online environments today increase such influence. The complex interrelations generated in blended social ecosystems, such as 'what is' or 'what is not' permitted, the mechanism of videogame banning or use as a form of punishment or reward, the myths, and ignorance on the part of adults concerning the ‘virtual’ socialization of youth and the relevance of this practice among young people, are some of the contributions that can be drawn from this investigation. This presentation exposes the collaborative work conducted by researchers of Universidad Austral (Argentina) and Universidad de los Andes (Chile), which has gained the first place in the award provided by the Network of Latin American University Institutes of Family (REDIFAM).
《堡垒之夜》社交电子游戏的家庭动态
2017年,Epic Games公司推出了视频游戏《堡垒之夜》。这款游戏已经成为全球最具渗透率的跨平台生存开放体验。游戏使用的迅速增加在家长和媒体中引起了恐慌,批评游戏对儿童和青少年的大多数痛苦负有责任。178 .这项研究是基于对游戏作为个人和社会发展的一个关键因素的理解。因此,本项目旨在探索和描述《堡垒之夜》渗透到家庭生活中所产生的具体互动,寻求扩展我们对这一现象及其在家庭动态中可能产生的潜在影响的理解。该研究还试图对产生的动态进行分类,更具体地强调在教育调解方面对父母的影响。关于方法论,这是一个定性的探索性案例研究,其中观察和深度访谈是数据收集的主要来源。根据对第一次采访和观察的分析,我们可以暂时假设,不像通过大众媒体传播的《堡垒之夜》作为年轻人新的危险成瘾平台的简单观点,配置每个家庭的不同背景和现实使得这种线性解释非常有问题。大多数技术设备影响的是已经存在于家庭中的互动和关系动态。在过去的四十年里,电视和离线视频游戏在塑造家庭关系方面一直扮演着重要的角色。今天的网络环境增加了这种影响。混合社会生态系统中产生的复杂相互关系,如“什么是允许的”或“什么是不允许的”,电子游戏被禁止或作为一种惩罚或奖励形式使用的机制,神话,以及成年人对青少年“虚拟”社会化的无知以及这种做法在年轻人中的相关性,是可以从这项调查中得出的一些贡献。这次展示展示了由阿根廷南方大学和智利安第斯大学的研究人员进行的合作工作,该研究在拉丁美洲大学家庭研究所网络(REDIFAM)提供的奖项中获得了第一名。
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