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虚拟世界中的交织互动:一项案例研究。

Interweaving interactions in virtual worlds: a case study.

作者信息

Cantamesse Matteo, Galimberti Carlo, Giacoma Gianandrea

机构信息

Università Cattolica del Sacro Cuore, Centro Studi e Ricerche di Psicologia della Comunicazione, Milano, Italy.

出版信息

Stud Health Technol Inform. 2011;167:189-93.

Abstract

The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW), both on adolescent's (effective) social interaction and on the competence they developed on it. Social interactions within the game environment have been investigated by integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). From a psychosocial point of view, the in-game interactions, and in particular conversational exchanges, turn out to be a collaborative path of the joint definition of identities and social ties, with reflection on in-game processes and out-game relationship.

摘要

本研究的目的是考察玩网络游戏《魔兽世界》(WoW)对青少年有效社交互动以及他们在游戏中所培养能力的影响。通过整合定性和定量方法,即会话分析和社会网络分析(SNA),对游戏环境中的社交互动进行了研究。从心理社会学的角度来看,游戏内的互动,尤其是对话交流,结果证明是身份认同和社会关系共同定义的合作路径,同时还涉及对游戏内过程和游戏外关系的反思。

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