网络上无压力的顺从:社会影响与MMOG

L. Barbier, V. Fointiat
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引用次数: 0

摘要

mmorpg在全世界的玩家中都非常成功。mmorpg(游戏邦注:例如《魔兽世界》或《SecondLife》)不仅仅是青少年的消遣,也是一种有价值的研究工具,数百万用户通过实时3D角色或好友图标进行互动。至于用户的动机,他们似乎对逃避现实和与其他玩家建立联系都很感兴趣。因此,用户的主要动机之一似乎与在线互动有关。问题仍然是,在线下互动中可以观察到的社会规范在在线互动中是否显著和有效。其中一些规则与无压力技术的遵从性有关,其效率已在离线交互中得到证明。正如预期的那样,研究结果表明,虚拟化身与虚拟化身之间的交流受到与线下交流类似的过程的调节,这表明用户并不能完全脱离预先建立的社交互动规则。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Compliance without pressure on the web: social influence and MMOG
MMORPGs stand as very successful among people all around the world. MMORPGs (World of Warcraft or SecondLife, for instance) are not simply a pastime for teenagers, but represent a valuable research tool, on which millions of users inter-act via real-time 3D avatars or buddy icons. Regarding user's motivations, it seems that they are interested both in escaping from reality and in relating to other players. Thus, it appears that one of the main motivations of the users is related to online interactions. The question remains as to whether the social norms -as they can be observed in offline interactions- are salient and efficient in online interactions. Some of these rules are related to compliance without pressure techniques, which efficiency has been demonstrated in offline interactions. As expected, the results show that avatar-to-avatar communication is regulated by processes similar to those effective in offline communication, suggesting that users are not fully able to leave behind the pre-established social rules of interaction.
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