“No sos vos, es Tinder”. Gamificación, consumo, gestión cotidiana y performance en aplicaciones de “levante”

IF 0.5 4区 社会学 Q4 SOCIOLOGY
Joaquin Walter-Linne
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引用次数: 2

Abstract

This article addresses the uses that young people from middle sectors of Buenos Aires deploy in dating applications. At the methodological level, an exploratory investigation was carried out, which consisted of the thematic analysis of a thousand profiles and 20 structured interviews with young users of Tinder, Happn and OkCupid. Among the results, 3 emerging trends stand out. In the first place, the “gamification”, which refers to the playful and competitive experience, similar to that of the videogame, which implies the online sex search, in the sense of unraveling strategies and displaying skills to obtain a higher score (likes, matches). Second, the “surface consumption”, which refers to a way of relating to profiles as objects of consumption, which implies not only voyeurism but a constant selection of candidates. Finally, the “daily management of networks and applications” that implies a demanding performance on one’s identity in order to excel in the digital ecosystem.
“不是你,是Tinder。”“levante”应用中的游戏化、消费、日常管理和性能
本文讨论了来自布宜诺斯艾利斯中部地区的年轻人在约会应用程序中的使用。在方法层面,进行了一项探索性调查,其中包括对一千份资料的专题分析和对Tinder, Happn和OkCupid的年轻用户的20次结构化访谈。在这些结果中,有3个新兴趋势引人注目。首先是“游戏化”,指的是有趣和竞争的体验,类似于电子游戏,这意味着在线性搜索,在揭示策略和展示技能的意义上获得更高的分数(喜欢,匹配)。第二,“表面消费”,指的是一种将个人形象作为消费对象的方式,这不仅意味着偷窥,而且意味着对候选人的不断选择。最后,“网络和应用程序的日常管理”意味着为了在数字生态系统中脱颖而出,对个人身份的要求很高。
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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审稿时长
53 weeks
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