网络游戏与虚拟受害的社会建构

S. Downing
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引用次数: 5

摘要

在线电脑游戏正在成为一种越来越受欢迎的休闲活动,同时也日益成为社交网络和社会互动的背景。从一款网络游戏的网络人种学研究中,我分析了受害概念在网络游戏社区中被社会建构的过程。我将这一分析置于社会建构理论的框架中,具体论述了内部和外部规范、信仰和价值观如何影响对虚拟伤害严重程度的评估以及随后受害者索赔的有效性。报告的发现表明,在游戏背景下,虚拟暴力和盗窃是有区别的;后者被评估为对网络社区的凝聚力和个人受害者更有害。本文讨论了这种区别的原因以及对线上和线下文化之间互动的更广泛分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Online Gaming and the Social Construction of Virtual Victimization
Online computer gaming is becoming an increasingly popular leisure activity as well as a growing context for social networking and social interaction in general. Drawing from a cyber-ethnography conducted in one such online game, I analyze the process by which the notion of victimization is socially constructed within the online gaming community. I contextualize this analysis within the framework of social construction theories, specifically addressing how internal and external norms, beliefs and values influence the assessment of the severity of virtual harm and the subsequent validity of victim claims. The reported findings suggest a distinction between virtual violence and theft within the context of the game; the latter being assessed as more harmful to the cohesiveness of the online community as well as the individual victim. Reasons for this distinction as well as a broader analysis of the interaction between online and offline culture is discussed.
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CiteScore
0.90
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