玩游戏:对网络玩家的定性研究

Reema Malhotra, K. Bhola
{"title":"玩游戏:对网络玩家的定性研究","authors":"Reema Malhotra, K. Bhola","doi":"10.6084/M9.FIGSHARE.1194532.V1","DOIUrl":null,"url":null,"abstract":"This paper first covers the traditional meaning of 'gaming' and 'playing' followed by the changes fostered by the use of internet. Online gaming as an emerging phenomena is then discussed in the light of changing trends in the available resources, opportunities and lifestyle of the modern youth. The purpose of this paper is to study the lived experience of online gamers and to derive core psychosocial constructs from their inner life. Using the qualitative research method of semi-structured interviews, five case-accounts are used to explore what meanings does an engagement in an online game carry for them. Understandings around their motivations, dissociations, negotiations with reality as well as social adaptation are critically arrived at, using theoretical concepts and citations from personal stories. As this up-and-coming trend is becoming increasingly popular, its future implications are discussed by considering its ramifications in the area of education, clinic and society as a whole.","PeriodicalId":376768,"journal":{"name":"CGN: Psychology (Topic)","volume":"110 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Playing Games: A Qualitative Study on Online Gamers\",\"authors\":\"Reema Malhotra, K. Bhola\",\"doi\":\"10.6084/M9.FIGSHARE.1194532.V1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper first covers the traditional meaning of 'gaming' and 'playing' followed by the changes fostered by the use of internet. Online gaming as an emerging phenomena is then discussed in the light of changing trends in the available resources, opportunities and lifestyle of the modern youth. The purpose of this paper is to study the lived experience of online gamers and to derive core psychosocial constructs from their inner life. Using the qualitative research method of semi-structured interviews, five case-accounts are used to explore what meanings does an engagement in an online game carry for them. Understandings around their motivations, dissociations, negotiations with reality as well as social adaptation are critically arrived at, using theoretical concepts and citations from personal stories. As this up-and-coming trend is becoming increasingly popular, its future implications are discussed by considering its ramifications in the area of education, clinic and society as a whole.\",\"PeriodicalId\":376768,\"journal\":{\"name\":\"CGN: Psychology (Topic)\",\"volume\":\"110 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"CGN: Psychology (Topic)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.6084/M9.FIGSHARE.1194532.V1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"CGN: Psychology (Topic)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.6084/M9.FIGSHARE.1194532.V1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本文首先介绍了“游戏”和“玩”的传统含义,然后介绍了互联网的使用所带来的变化。网络游戏作为一个新兴的现象,然后讨论了变化的趋势,在现有的资源,机会和现代青年的生活方式。本文的目的是研究网络游戏玩家的生活体验,并从他们的内心生活中得出核心的社会心理结构。使用半结构化访谈的定性研究方法,我们使用了五个案例来探讨参与网络游戏对他们的意义。通过使用理论概念和个人故事的引用,作者批判性地理解了他们的动机、分离、与现实的谈判以及社会适应。随着这一新兴趋势越来越受欢迎,我们将从教育、临床和整个社会的角度来讨论其未来的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Playing Games: A Qualitative Study on Online Gamers
This paper first covers the traditional meaning of 'gaming' and 'playing' followed by the changes fostered by the use of internet. Online gaming as an emerging phenomena is then discussed in the light of changing trends in the available resources, opportunities and lifestyle of the modern youth. The purpose of this paper is to study the lived experience of online gamers and to derive core psychosocial constructs from their inner life. Using the qualitative research method of semi-structured interviews, five case-accounts are used to explore what meanings does an engagement in an online game carry for them. Understandings around their motivations, dissociations, negotiations with reality as well as social adaptation are critically arrived at, using theoretical concepts and citations from personal stories. As this up-and-coming trend is becoming increasingly popular, its future implications are discussed by considering its ramifications in the area of education, clinic and society as a whole.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信