Amira Trabelsi-Zoghlami, Mourad Touzani, Molka Abbes, A. Charfi
{"title":"游戏消费体验的组成部分:从虚拟实现到现实世界的虚拟化","authors":"Amira Trabelsi-Zoghlami, Mourad Touzani, Molka Abbes, A. Charfi","doi":"10.1177/20515707221119102","DOIUrl":null,"url":null,"abstract":"Massively multiplayer online role-playing games (MMORPGs) attract consumers looking for fun, experiences, and challenges. This research adopts an integrative perspective to focus on the gaming experience and its major components. This research studies how gaming affects real life and how real life affects virtual experience. We use in-depth interviews, a netnographic study, and a three-year ethnographic immersion. The results provide an overview of gamers’ consumption experience, its major components, and their links. MMORPGs appear to be a complex experience where virtual and real-life continuously interrelate. Gaming as a virtual experience affects gamers’ real lives (virtual realisation), and gamers’ real lives affect how they experience the game (real-world virtualisation). A significant contribution of our study is to show that gaming is not a process with clear, separated chronological steps. Gaming is an experience where boundaries between virtual and real-life are not delimited and where the virtual and real-life are far from disjointed experiences.","PeriodicalId":45672,"journal":{"name":"Recherche et Applications en Marketing-English Edition","volume":null,"pages":null},"PeriodicalIF":0.8000,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"The components of the gaming consumption experience: From virtual realisation to real-world virtualisation\",\"authors\":\"Amira Trabelsi-Zoghlami, Mourad Touzani, Molka Abbes, A. Charfi\",\"doi\":\"10.1177/20515707221119102\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Massively multiplayer online role-playing games (MMORPGs) attract consumers looking for fun, experiences, and challenges. This research adopts an integrative perspective to focus on the gaming experience and its major components. This research studies how gaming affects real life and how real life affects virtual experience. We use in-depth interviews, a netnographic study, and a three-year ethnographic immersion. The results provide an overview of gamers’ consumption experience, its major components, and their links. MMORPGs appear to be a complex experience where virtual and real-life continuously interrelate. Gaming as a virtual experience affects gamers’ real lives (virtual realisation), and gamers’ real lives affect how they experience the game (real-world virtualisation). A significant contribution of our study is to show that gaming is not a process with clear, separated chronological steps. Gaming is an experience where boundaries between virtual and real-life are not delimited and where the virtual and real-life are far from disjointed experiences.\",\"PeriodicalId\":45672,\"journal\":{\"name\":\"Recherche et Applications en Marketing-English Edition\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.8000,\"publicationDate\":\"2022-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Recherche et Applications en Marketing-English Edition\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/20515707221119102\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"BUSINESS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Recherche et Applications en Marketing-English Edition","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/20515707221119102","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"BUSINESS","Score":null,"Total":0}
The components of the gaming consumption experience: From virtual realisation to real-world virtualisation
Massively multiplayer online role-playing games (MMORPGs) attract consumers looking for fun, experiences, and challenges. This research adopts an integrative perspective to focus on the gaming experience and its major components. This research studies how gaming affects real life and how real life affects virtual experience. We use in-depth interviews, a netnographic study, and a three-year ethnographic immersion. The results provide an overview of gamers’ consumption experience, its major components, and their links. MMORPGs appear to be a complex experience where virtual and real-life continuously interrelate. Gaming as a virtual experience affects gamers’ real lives (virtual realisation), and gamers’ real lives affect how they experience the game (real-world virtualisation). A significant contribution of our study is to show that gaming is not a process with clear, separated chronological steps. Gaming is an experience where boundaries between virtual and real-life are not delimited and where the virtual and real-life are far from disjointed experiences.
期刊介绍:
Recherche et Applications en Marketing (English edition) is a peer reviewed academic international journal publishing original research in the field of marketing in French and translated into English. It is a main reference for the development and dissemination of new concepts and new methods in marketing. The journal publishes articles covering any aspect of marketing, including consumer behaviour, communication, retailing, CRM, new product development and more. The journal publishes research articles, research notes, critical state of the art papers, and also articles offering perspectives from other disciplines which might be applied to marketing. Recherche et Applications en Marketing is an official journal of the AFM (French Marketing Association - Association Française du marketing). It is the leading French research journal in the field of marketing which has been published since 1986, and in both English and French since 2007.