想象、计算与自我表达:情境角色与化身中介的身份

D. Harrell, S. V. Harrell
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引用次数: 15

摘要

构建富有想象力的、可计算的自我表征(如游戏中的角色和虚拟世界和社交媒体中的化身)的能力可以影响人们在现实世界中的自我感知,并为人们作为玩家、学习者和实干家参与社区提供代理。然而,很明显,一些用户将角色和化身视为完成虚拟任务的工具,而另一些用户则将其视为有趣的身份构建和表现的虚拟自我。关于角色/头像构建工具的设计的开放性问题包括更好地理解在容纳用户真实自我的各个方面与实现非凡的幻想角色之间的权衡,以及如何在用户的情境中发挥作用,包括创建连贯的生活故事,个人经历的叙述和个人身份的叙述。本文提供了理论和试点证据,作为回答这些问题的步骤。我们的证据是基于一项为期三年的基于设计的研究,该研究旨在利用虚拟世界技术培养有风险的学生的科学、技术、工程和数学(STEM)学习。我们提出了一个用户姿态与其化身关系的三轴模型。利用概念混合的认知科学理论的见解,为了将用户对其化身的看法描述为他们真实自我和虚拟自我的想象性整合,我们提出了一组案例研究,说明了用户在我们的三个轴方面的立场。结果是,研究中的学生倾向于分为三类:(1)将他们的虚拟形象视为他们现实世界身份的必然反映,(2)将他们的虚拟形象仅仅视为在世界中建造人工制品的代理,以及(3)将虚拟形象视为参与身份表演和展示的外部角色。组(1)发现他们过去使用的虚拟世界工具的功能不足,因此服务于这一组的需求可能需要根据现实世界的价值观、活动和行为的替代设计解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Imagination, Computation, and Self- Expression: Situated Character and Avatar Mediated Identity
The ability to construct imaginative, computational self-representations such as characters in games and avatars in virtual worlds and social media can impact people’s self-perception in the real world and provide proxies for people to engage in communities as players, learners, and doers. It is clear, however, that some users view characters and avatars instrumentally to accomplish virtual tasks, whereas others see them as virtual selves for playful identity construction and performance. Open questions about design of character/avatar construction tools include better understanding the trade-offs between accommodating representation of aspects of users real selves vs. enabling extraordinary fantastic characters – and how enabling either plays a role in the users’ situated contexts, including the creation of coherent life stories, narratives of personal experience, and narratives of personal identity. This paper provides theory and pilot evidence as steps toward answering these questions. Our evidence was elicited using grounded theory techniques on data collected in a three-year design-based research study into fostering at-risk students’ science, technology, engineering, and mathematics (STEM) learning using virtual world technologies. 1 We propose a three-axis model of user stances in relationship to their avatars. Using insights from the cognitive science theory of conceptual blending in order to characterize users’ perspectives of their avatars as imaginative integrations of their real and virtual selves, we present a set of case studies illustrating users’ stances in terms of our three axes. The upshot is that students in the study tended to fall into one of three categories: (1) viewing their avatars as necessarily reflections of their real world identities, (2) viewing their avatars as mere proxies for building artifacts in the world, and (3) viewing avatars as characters external to themselves for engaging in a play of identity performance and presentation. Group (1) found the affordances of the virtual world tools they used to be inadequate, hence serving the needs of this group may require alternative design solutions in light of real world values, activities, and behaviors.
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