Jeu de rôle en ligne : un espace de narrativité inscrit dans la mise en scène de soi et de la famille

IF 0.6 4区 医学 Q4 PSYCHIATRY
Barbara Alcon Andrades (Psychologue Clinicienne) , Frédéric Tordo (Psychologue Clinicien, Docteur en Psychologie Clinique, fondateur et responsable du DU de Cyberpsychologie (Université de Paris), chercheur associé au CRPMS (Université de Paris), membre fondateur de l’École Française de Cyberpsychologie et Cyberpsychologie Clinique (EF3C), membre fondateur de l’Institut pour l’Étude des Relations Homme-Robots (IERHR))
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引用次数: 0

Abstract

Aim

The purpose of this research is to study how the way in which players use their avatar in Massive Multiplayer Role-Playing Games (MMORPG) contributes to self-construction. This particular space leads the players to the creation of a specific narrative identity, nurtured by interactions and experiences shared with peers, onto which they project fragments of themselves and their personal history that will be staged through image, action, and language.

Method

Four participants were recruited through a notice published on communication servers belonging to different communities of the same online game. The hypotheses were assessed through a series of two semi-structured remote interviews based on a grid of ten themes.

Results

The results show that role-playing is used as a tool for rewriting personal history, enabling participants to heal, on the level of the fantasy, their individual and family wounds and trauma. In this study, we also noticed that digital transparency supports the spontaneity of communications thanks to its disinhibiting function. Thus, online role-playing games turn out to be a potential space of real creativity where participants can interact by trial and error without fear of failure, where they can be destroyed and can express their own emotions and desires without destroying the other, because it's just pretend. In this way, they develop their subjectivity and try to develop a better affective attunement in order to integrate into the virtual and material human community. Digital transparency also facilitates participants’ investment in online role-playing as a place of projection and staging of their psychic contents in a symbolic repetition where the family history, even the family romance, are reinterpreted and become factors of transformation, reconciliation, or emancipation.

Discussion

Narrative identities are true reflections of the participants’ concerns and are invested during and outside game sessions. Through the position of narrator, the participants talk and develop meaningful friendships with other players. They try to give meaning to a shared subjective experience that they record as their own heritage as well as the group's collective memory. In this study, role-playing provides a form of containment for possible depressive affects and diverts attention from anxieties, like Pascal's entertainment. At first, this space could serve as a kind of technological substitute, a “prosthesis” for some players with defective psychic functions, who struggle to express their emotions and to bond with others. But over the years, they seem rather to seize upon the support provided by this “psychic orthosis” that links and connects to rewrite their own history, to seek out and to come to terms with others and themselves.

Conclusion

In these overlapping potential spaces of creation, players try to orient their own lives by relying on the experiences they have been able to co-construct through a common narrative, presented as both foreign and unique to themselves. They may feel better equipped to face an intersubjectivity that could sometimes be experienced as disappointing or threatening.

在线角色扮演:自我和家庭舞台上的叙事空间
本研究的目的是研究玩家在大型多人角色扮演游戏(MMORPG)中使用化身的方式对自我建构的贡献。这个特殊的空间引导玩家创造一个特定的叙事身份,由与同龄人的互动和经验培育,他们将自己和个人历史的片段投射到这个身份上,这些片段将通过图像、动作和语言上演。方法通过在同一网络游戏的不同社区的通信服务器上发布的通知招募了四名参与者。这些假设是通过两次基于十个主题的半结构化远程访谈进行评估的。结果角色扮演被用作改写个人历史的工具,使参与者能够在幻想的层面上治愈他们个人和家庭的创伤和创伤。在这项研究中,我们还注意到,由于数字透明度的去抑制功能,它支持通信的自发性。因此,在线角色扮演游戏成为了一个潜在的真正创造力的空间,参与者可以在这里通过试错进行互动,而不必担心失败,在这里他们可以被摧毁,可以在不摧毁他人的情况下表达自己的情绪和欲望,因为这只是假装。通过这种方式,他们发展了自己的主体性,并试图发展更好的情感协调,以融入虚拟和物质的人类社区。数字透明度还促进了参与者对在线角色扮演的投资,将其作为心理内容的投影和舞台,在象征性的重复中,家族历史,甚至家族罗曼史,都会被重新解释,并成为转变、和解或解放的因素。讨论叙述性身份是参与者关注的真实反映,并在游戏期间和游戏之外进行投资。通过叙述者的位置,参与者与其他参与者交谈并发展有意义的友谊。他们试图赋予共同的主观体验以意义,并将其记录为自己的遗产和群体的集体记忆。在这项研究中,角色扮演为可能的抑郁情绪提供了一种遏制形式,并转移了人们对焦虑的注意力,比如帕斯卡的娱乐。起初,这个空间可以作为一种技术替代品,是一些心理功能有缺陷的玩家的“假肢”,他们难以表达自己的情绪并与他人建立联系。但多年来,他们似乎更愿意抓住这种“精神矫形器”提供的支持,这种“精神矫正器”将自己的历史联系起来,重写自己的历史,寻找并接受他人和自己。结论在这些重叠的潜在创作空间中,玩家试图通过共同的叙事,通过他们能够共同构建的经验来定位自己的生活,这种叙事既陌生又独特。他们可能会觉得自己更有能力面对一种主体间性,这种主体间性有时会让人感到失望或威胁。
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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来源期刊
CiteScore
0.70
自引率
50.00%
发文量
72
期刊介绍: Une revue de référence pour le praticien, le chercheur et le étudiant en sciences humaines Cahiers de psychologie clinique et de psychopathologie générale fondés en 1925, Évolution psychiatrique est restée fidèle à sa mission de ouverture de la psychiatrie à tous les courants de pensée scientifique et philosophique, la recherche clinique et les réflexions critiques dans son champ comme dans les domaines connexes. Attentive à histoire de la psychiatrie autant aux dernières avancées de la recherche en biologie, en psychanalyse et en sciences sociales, la revue constitue un outil de information et une source de référence pour les praticiens, les chercheurs et les étudiants.
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