网络社交的一些有形后果:魔兽世界中现实生活和虚拟生活之间的关系

Q2 Medicine
Synergy Pub Date : 2021-01-01 DOI:10.24818/SYN/2021/17/1.04
Negrici Dominic
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引用次数: 0

摘要

这个一次性的、主要是探索性的研究试图回答一些关于网络社交的基本现象的问题,以便能够为一个在理论上不同的文化中形成的实体的外部文化接受的可能分析提供基础-罗马尼亚文化。通过对在线玩家的一些常见类型进行实证调查,通过随机、匿名的玩家访谈,我们的最终目标(也是希望)是在在线游戏《魔兽世界》的内部社区中勾勒出社会资本和群体配置之间的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
QUELQUES RAMIFICATIONS TANGIBLES DE LA SOCIABILITÉ EN LIGNE: UN RAPPORT ENTRE VIE RÉELLE ET VIE VIRTUELLE DANS WORLD OF WARCRAFT
This one-off, largely exploratory study seeks to answer questions that map several basic phenomena of online sociability, in order to be able to have a basis for a possible analysis of the external cultural reception of an entity formed in a theoretically different culture – the Romanian culture. By going through the empirical inventory of some common typologies of online gamers, by means of randomized, anonymous interviews with players, our final goal (and hope) was to sketch a relationship between social capital and group configuration, within an internal community of the online game (MMORPG) World of Warcraft.
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来源期刊
Synergy
Synergy Medicine-Medicine (miscellaneous)
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