Contextual influences and agency to transform context in excessive gaming: A social-ecological perspective

IF 7.6 2区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE
Zicheng Zhu, Renwen Zhang, Alex Mitchell
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引用次数: 0

Abstract

Excessive media use has long been the focus of communication research. Yet most research focuses on the role of individual traits or technological affordances in explaining excessive media use (e.g., gaming), while overlooking the influence of contexts. Drawing on the social-ecological theory, we explore how contexts shape people’s excessive gaming and how players exercise their agency to navigate these contextual influences. Through in-depth interviews with 44 Chinese game players, our study suggests that people’s availability and access to games, social networks, and gameplay experiences dynamically shape their excessive gaming. People also proactively combat excessive gaming by altering their gameplay availability, negotiating with their social networks, and re-appropriating gameplay experiences. These findings highlight the contextual nature of excessive gaming, and the role of context transformation, in which people exercise agency in negotiating with contexts to counter the downsides of media use.
过度游戏中的情境影响和情境转换:社会生态学视角
媒体的过度使用一直是传播学研究的焦点。然而,大多数研究都侧重于解释过度媒体使用(如游戏)时个人特征或技术支持的作用,而忽略了环境的影响。根据社会生态学理论,我们探讨了情境如何塑造人们的过度游戏,以及玩家如何运用他们的代理来驾驭这些情境影响。通过对44名中国游戏玩家的深度访谈,我们的研究表明,人们对游戏的可用性和访问,社交网络和游戏体验动态地塑造了他们的过度游戏。人们还会通过改变游戏玩法可用性、与社交网络协商、重新利用游戏体验等方式主动对抗过度游戏。这些发现强调了过度游戏的情境本质,以及情境转换的作用,即人们在与情境协商时行使代理,以对抗媒体使用的负面影响。
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来源期刊
Telematics and Informatics
Telematics and Informatics INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
17.00
自引率
4.70%
发文量
104
审稿时长
24 days
期刊介绍: Telematics and Informatics is an interdisciplinary journal that publishes cutting-edge theoretical and methodological research exploring the social, economic, geographic, political, and cultural impacts of digital technologies. It covers various application areas, such as smart cities, sensors, information fusion, digital society, IoT, cyber-physical technologies, privacy, knowledge management, distributed work, emergency response, mobile communications, health informatics, social media's psychosocial effects, ICT for sustainable development, blockchain, e-commerce, and e-government.
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