象棋作为一种对话:在线竞争性棋盘游戏中基于人工制品的交流

G. McEwan, C. Gutwin
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引用次数: 8

摘要

在线棋盘游戏网站是团体活动的热门场所。然而,与许多群体互动不同的是,之前的研究发现,在游戏过程中很少有口头交流,这在社交场合似乎很奇怪。缺少对话的一个原因是,游戏中的行动本身就是交流行为,可以取代口头表达。然而,关于游戏如何取代口头交流,我们所知甚少。在本文中,我们通过棋盘游戏的走法来探索意义和共同理解。参与者先玩一个棋盘游戏,然后回顾分析每一步的交流意义;我们分析了他们的反应,认为这是四层互动中的“联合行动”。我们的研究表明,游戏动作可以提供大量的交流,并且在每个级别上,口头对话既有相似之处,也有不同之处。包含板子的物理层是类似于说同一种语言的人的基础。由游戏规则组成的语法层允许展示专业技能,但除非在特殊情况下,否则不会被玩家注意到。战略层面(游戏邦注:包括竞争性地使用句法规则)在共同理解方面与口头对话存在很大差异,因为玩家会主动避免透露自己的意思。人格层面让玩家能够对其他玩家进行推断,就像在口头交流中一样。我们的分析提供了新的证据,即即使是简单的回合制游戏也包含了大量的互动丰富性和微妙性,设计师也应该将不同层次的交流视为社交互动的真实而合理的载体。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Chess as a Conversation: Artefact-Based Communication in Online Competitive Board Games
Online board-game sites are popular settings for group activity. However, unlike many kinds of group interaction, previous research has found that there is often little verbal conversation during games, which seems strange in a social situation. One reason that has been suggested for the lack of talk is that actions in the game are themselves communicative acts that can replace verbal utterances. There is little known, however, about how games can substitute for verbal conversation. In this paper we carry out a study exploring meaning and shared understanding through the moves of a board game. Participants played a board game and then retrospectively analysed the communicative meaning of each move; we analysed their responses as indicative of "joint actions" in four layers of interaction. Our study shows that game moves can provide a great deal of communication, and that there are both similarities and differences to verbal conversations at each level. The physical layer, containing the board, is a foundation similar to that of people speaking the same language. The syntactic layer, consisting of the game rules, allows demonstration of expertise but is not noticed by players except in unusual circumstances. The strategic layer, consisting of competitive use of the syntactic rules, diverges considerably from a verbal conversation in terms of shared understanding, because players are actively attempting to avoid revealing their meaning. The personality layer allows players to make inferences about the other player as a person, just as in verbal communication. Our analysis provides new evidence that even simple turn-based games contain a great deal of interaction richness and subtlety, and that the different levels of communication should be considered by designers as a real and legitimate vehicle for social interaction.
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