An Auto-netnographic Approach to Understanding Alternate Gaming Accounts: How Smurfing Impacts the Prosumer Experience in Counter-Strike:Global Offensive

Brian McCauley
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引用次数: 0

Abstract

Esport-based game titles, such as Counter-Strike:Global Offensive, represent platforms where players simultaneously consume and produce content as prosumers. Through peer-to-peer presumption, these players co-create value between themselves to drive a range of emotional and social outcomes. Smurfing is the act of higher skilled players utilizing alternate game accounts to play with lower skilled players resulting in unbalanced competitive experiences. This study combines an auto-netnographic approach with interviews to provide novel insights on this pervasive phenomenon. Through combining perspectives of regular players and those who engage in smurfing, three key themes are identified. Smurfing is embedded within gaming platforms, driven by complex motivations, and framed as cheating according to perspective.
理解交替游戏账户的自动网络方法:Smurfing如何影响《反恐精英:全球攻势》中的消费者体验
基于电子竞技的游戏,如《反恐精英:全球攻势》,代表了玩家同时消费和生产内容的平台。通过点对点推定,这些玩家在彼此之间共同创造价值,从而推动一系列情感和社交结果。Smurfing是指高技能玩家利用其他游戏帐号与低技能玩家一起游戏,从而导致不平衡的竞争体验。本研究将自动网络图方法与访谈相结合,为这一普遍现象提供了新的见解。通过结合普通玩家和那些参与smurfing的人的观点,确定了三个关键主题。Smurfing根植于游戏平台中,受到复杂动机的驱动,并根据视角将其定义为欺骗。
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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