游戏中的成年人:将典型的人际关系体验理论化,包括联系、新奇和欢乐

IF 0.7 Q3 COMMUNICATION
John O. Greene, Douglas E. Pruim
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引用次数: 0

摘要

成人交际游戏是一种普遍存在的人际现象,表现形式多种多样,具有多种内部和人际功能。在这里,提出了成人交际游戏的概念定义,并发展了一个理论,具体说明了产生这种场合的条件和过程。这种努力的核心是“典型游戏”的概念,即“人际交往、理解和协调的理想代码(语言和非语言)实例,以新鲜感和乐趣为标志,被参与者自己理解为‘游戏’。”真正典型的游戏体验可能并不常见,但它们代表了一个连续体的端点,所有的游戏场合都可以沿着这个连续体落下。因此,这里提出的理论框架解决了个人因素(如人格特征)、关系因素(如情感、权力)、二元因素(如相似性)、背景因素(如社会规则和规范)以及互动本身的属性在培养典型游戏场合中的作用,并进一步阐明了失败游戏的实例(如卑鄙的戏弄、欺凌)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Grown-ups at play: Theorizing quintessential interpersonal experiences of connection, novelty, and mirth
ABSTRACT Adult communicative play is a pervasive interpersonal phenomenon that manifests in myriad forms and serves a variety of intra- and interpersonal functions. Here, a conceptual definition of adult communicative play is presented, and a theory specifying the conditions and processes that give rise to such occasions is developed. Central to this effort is the conception of “quintessential play” as “ideal code-based (verbal and nonverbal) instances of interpersonal engagement, understanding, and coordination, marked by a sense of novelty and enjoyment, that are understood to count as ‘play’ by the participants themselves.” Experiences of truly quintessential play may be infrequent, but they represent the endpoint of a continuum along which all occasions of play can be seen to fall. The theoretical framework advanced here, then, addresses the role of person factors (e.g., personality traits), relationship factors (e.g., affection, power), dyadic factors (e.g., similarity), contextual factors (e.g., social rules and norms), and properties of interactions themselves, in fostering occasions of quintessential play, and that, by extension, sheds light on instances of failed play (e.g., mean-spirited teasing, bullying).
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来源期刊
CiteScore
2.50
自引率
14.30%
发文量
32
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