最大的消遣:娱乐、工作和虚拟世界

Melissa Cefkin, S. Stucky, Wendy S. Ark
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引用次数: 3

摘要

包括公司在内的企业将虚拟世界用于营销、培训、招聘以及越来越多的会议等目的。作为主要关注“工作”本质以及调解当代工作体验的场所和机构的研究人员,作者通过考虑虚拟世界的机构使用,反思了游戏作为虚拟世界构成特征的含义。证据表明,游戏已经成为解释和设计虚拟世界的典范隐喻。本文以作者所在公司将虚拟世界应用于工作和学习环境的案例为例,探讨了游戏和游戏的概念是如何驱动特定的前进方式,而不是其他方式,以及这种思维对最终解决方案的影响。人们提出的问题是,这种重新思考可能会带来什么,以及它可能为开辟新的机会和对虚拟世界的理解带来什么机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
THE GRAND DIVERSION: PLAY, WORK AND VIRTUAL WORLDS
Enterprises, including corporations, use virtual worlds for such purposes as marketing, training, and recruitment and, increasingly, meetings. As researchers whose primary focus has been on the nature of “work” and the sites and institutions that mediate contemporary experiences of work, the authors reflect on the implications of play as a constitutive feature of virtual worlds through consideration of institutional uses of virtual worlds. Evidence for the claim that play has emerged as the paradigmatic metaphor for interpreting and designing virtual worlds is presented. A case from the authors’ company’s application of virtual worlds to work and learning environments is unpacked to explore how notions of play and game drove particular ways of proceeding and not others and the implications of this thinking for the resulting solution. Questions are raised concerning what such a rethinking may entail and the opportunities it may hold for opening up new opportunities and understandings of virtual worlds.
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