数字游戏视角下网络暴力的心理和法律层面:传奇联盟》案例

Alim Cansız, Buse Akça
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引用次数: 0

摘要

随着技术的发展,个人开始通过数字平台工作和进行各种交易。与此同时,数字环境也开始满足个人的娱乐需求,游戏开始数字化,游戏习惯也朝着不同的方向发展。这种情况既带来了数字世界的好处,也带来了网络风险。作为一项初步研究,本文旨在考察土耳其最受欢迎的网络游戏之一《英雄联盟》中男女用户所经历的网络暴力的程度和方式,并分析数字游戏中网络暴力的心理和法律方面的问题。在这项采用混合研究方法的实验性、描述性研究中,男女用户在一个月的时间里定期单独或组队玩游戏。参与者被要求在游戏中使用自己的用户名和行为来表明自己的性别。研究的初步结果显示,女性参与者收到的调情邀约最多,即使游戏玩得很好,也会受到辱骂和侮辱。而男性参与者无论游戏玩得好坏,都会受到辱骂和侮辱。当参与者一起玩游戏时,发现女性参与者受到的网络暴力最多。这种暴力最常见的表现形式是辱骂和侮辱。相信从法律和心理学角度研究数字游戏中的网络暴力问题将提高人们对网络暴力的认识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The psychological and legal dimensions of cyber violence in the digital game perspective: The case of league of legends
With the developing technology, individuals have begun to work and carry out all kinds of transactions through digital platforms. In parallel, digital environments have also begun to meet individuals' entertainment needs, with games becoming digitized and gaming habits evolving in a different direction. This situation has brought with it both the benefits and the online risks of the digital world. Cyber violence, defined as any harmful behavior towards an individual or group through cyberspace, is one of these online risks. As a preliminary study, this paper aims to examine the extent and methods of cyber violence experienced by male and female users in the online game League of Legends, which is one of the most popular online games in Turkey, and to analyze the psychological and legal aspects of cyber violence in digital games. In this experimental, descriptive study with blended research methodology, both male and female users played the game alone and as a team at regular intervals for one month. Participants were asked to use their usernames and behavior in the game, indicating their gender. The reactions received by both participants when playing the game well or poorly were analyzed to examine cyber violence from legal and psychological perspectives. As a preliminary result of the study, it was found that female participants received the most flirtatious offers and were subjected to verbal abuse and insults, even when playing the game well. Male participants, on the other hand, were subjected to verbal abuse and insults when playing the game both well and poorly. When the participants played the game together, it was found that female participants were subjected to cyber violence the most. This violence is most commonly expressed in the form of verbal abuse and insults. It is believed that examining cyber violence in digital games from legal and psychological perspectives will raise awareness about cyber violence.
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