Social Praxis Within and Around Online Gaming: The Case of World of Warcraft

C. Herodotou
{"title":"Social Praxis Within and Around Online Gaming: The Case of World of Warcraft","authors":"C. Herodotou","doi":"10.1109/DIGITEL.2010.31","DOIUrl":null,"url":null,"abstract":"Games change their form as technology changes its forms: from early single player or multiplayer co-located games, many games are now online, real-time, massively multi-player experiences. A current research challenge is to understand gamers’ persistent involvement with games by considering their social practices within and around the game. This is important as it may have an impact on how we design successful technology-enhanced learning experiences. A Massively Multiplayer Online Role-Playing Game (MMORPG), World of Warcraft was investigated. Data were collected from a large-scale online survey (1051 responses) as well as in-depth interviews. Findings revealed a range of collaborative and competitive relationships developed during gameplay. What motivates ongoing long-term participation was found to be social praxis along with significant others i.e., online and real-life friends as well as family members. Gaming becomes habitual when overcoming the boundaries of virtuality to become blurred with reality.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/DIGITEL.2010.31","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13

Abstract

Games change their form as technology changes its forms: from early single player or multiplayer co-located games, many games are now online, real-time, massively multi-player experiences. A current research challenge is to understand gamers’ persistent involvement with games by considering their social practices within and around the game. This is important as it may have an impact on how we design successful technology-enhanced learning experiences. A Massively Multiplayer Online Role-Playing Game (MMORPG), World of Warcraft was investigated. Data were collected from a large-scale online survey (1051 responses) as well as in-depth interviews. Findings revealed a range of collaborative and competitive relationships developed during gameplay. What motivates ongoing long-term participation was found to be social praxis along with significant others i.e., online and real-life friends as well as family members. Gaming becomes habitual when overcoming the boundaries of virtuality to become blurred with reality.
网络游戏中的社交实践:以《魔兽世界》为例
随着技术的改变,游戏也在改变自己的形式:从早期的单人或多人游戏,到现在的许多游戏都是在线的、实时的、大规模的多人游戏体验。当前的一个研究挑战是,通过考虑玩家在游戏内部和游戏周围的社交活动,来理解他们对游戏的持续投入。这一点很重要,因为它可能会影响我们如何设计成功的技术增强学习体验。《魔兽世界》是一款大型多人在线角色扮演游戏。数据收集自一项大规模的在线调查(1051份回复)以及深度访谈。研究结果揭示了在游戏过程中形成的一系列合作和竞争关系。研究发现,与重要他人(即网络上和现实生活中的朋友以及家庭成员)一起进行的社会实践,是持续长期参与游戏的动力。当游戏超越虚拟的界限,变得与现实模糊时,游戏就变成了一种习惯。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信