职业玩家、主播和业余玩家:探索不同工作-游戏条件下组织行为的人种志

A. Boldi, A. Rapp, Maurizio Tirassa
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引用次数: 1

摘要

“近几十年来,工作经历了一系列转变,导致虚拟组织的兴起和游戏化实践的传播。另一方面,随着电子游戏中“刷任务”等现象的兴起,游戏活动也在经历一个“工作化”的过程。如今,工作和娱乐之间的界限变得模糊,因此游戏和劳动之间的旧的二分法不再成立。这种工作和娱乐之间的纠缠可能会从根本上塑造组织及其成员的动态。为了理解其中的原因,我们研究了多人视频游戏中的组织动力学,因为虚拟游戏世界通常被设计成复制复杂的社会结构和严肃的工作生态系统。我们涉及电子竞技专业人士,主播和业余玩家,因为他们在游戏活动中以不同的方式交织在一起“玩”和“工作”实践。专业人士的问题是工人的典型问题,比如在该领域追求有报酬的职业;直播者在现场表演中投入了情感劳动,以吸引观众,从而在经济上支持他们;业余玩家可以将他们的活动视为“第二工作”。一项针对意大利游戏社区的人种学研究正在进行中。我们关注的是《使命召唤:战区》,这是一款第一人称射击大逃杀游戏,要求玩家通过组织性的努力来达到游戏内的目标(游戏邦注:例如,击败敌军)。本研究采用了i)业余玩家在游戏环境中进行的半结构化访谈和参与式观察,ii-iii)对游戏过程进行观察,对在线内容进行分析,并对主播和专业玩家进行半结构化访谈,iv)对三种类型玩家在游戏过程中的沟通交流进行分析。我们预计,不同类别的参与者将制定不同的组织行为,并产生不同的组织结构。两者之间的交叉比较,这在当前文献中是缺失的,将澄清不同的结合工作和娱乐的方式如何影响组织行为和动态;它还可以帮助学术界和实践者解决当前工作中的虚拟组织所面临的问题,提供如何通过游戏中的“最佳实践”有效组织人们远程合作的见解。初步结果将在会议上公布。由于这项研究的目标是意大利的背景下,推广结果可能是困难的;然而,我们希望通过采用定性人种学方法提供丰富的见解。”
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PROFESSIONALS, STREAMERS AND AMATEUR PLAYERS: AN ETHNOGRAPHY FOR EXPLORING ORGANIZATIONAL BEHAVIOURS IN DIFFERENT WORK-PLAY CONDITIONS
"In recent decades, work has been going through a series of transformations leading to the rise of virtual organizations and to the spread of gamification practices. On the other side, also play activities have been going through a process of “workification”, with the rise of phenomena such as “grinding” in video games. Nowadays, the boundaries between work and play are blurred, so that the old dichotomies between game and labour do not hold anymore. This entanglement between work and play might shape the organizations and the dynamics of their members, radically. To understand how, we investigate organizational dynamics occurring in a multiplayer video game, as virtual gaming worlds are often designed to replicate complex social structures and serious work ecosystems. We involve Esports professionals, streamers, and amateur players as they differently intertwine “playing” and “working” practices during the gaming activity. Professionals have problems that are typical of workers, like pursuing a remunerated career in the area; streamers invest an emotional labour during live performances in order to attract spectators who economically sustain them; amateur players could perceive their activity as a “second work”. An ethnographic study within an Italian gaming community is in progress. We focus on “Call of Duty: Warzone”, a First-Person Shooter Battle Royale game which requires players to enact organizational efforts in order to reach the in-game objectives (e.g., defeat the enemy team). The study uses i) semi-structured interviews and participant observation conducted in the game environment played by the amateurs, ii-iii) observation of gaming sessions, analysis of online content and semi-structured interviews with reference to streamers and professional, iv) analysis of communication exchanges of all three types of players during the gaming sessions. We expect that players belonging to different categories will enact distinct organizational behaviours and give rise to various organizational structures. A cross-comparison between them, which is missing in current literature, would clarify how different modalities of combining work and play impact on organizational behaviours and dynamics; it could also help both academic and practitioners address the issues faced by current working virtual organizations, by providing insights on how to effectively organize people collaborating from a distance through “best practices” that can be found in games. Preliminary results will be presented at the conference. Since the study is targeted to the Italian context, generalization of the results might be difficult; however, we expect to provide rich insights through the adoption of a qualitative ethnographic approach."
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