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从正式人类学角度看有问题的大型多人在线游戏(MMO)游戏动机模型:文化背景下的成就、社交和沉浸因素。

A formal anthropological view of motivation models of problematic MMO play: achievement, social, and immersion factors in the context of culture.

机构信息

Department of Anthropology, Colorado State University, Fort Collins 80523-1787, USA.

出版信息

Transcult Psychiatry. 2013 Apr;50(2):235-62. doi: 10.1177/1363461513487666. Epub 2013 May 20.

DOI:10.1177/1363461513487666
PMID:23690445
Abstract

Yee (2006) found three motivational factors-achievement, social, and immersion-underlying play in massively multiplayer online role-playing games ("MMORPGs" or "MMOs" for short). Subsequent work has suggested that these factors foster problematic or addictive forms of play in online worlds. In the current study, we used an online survey of respondents (N = 252), constructed and also interpreted in reference to ethnography and interviews, to examine problematic play in the World of Warcraft (WoW; Blizzard Entertainment, 2004-2013). We relied on tools from psychological anthropology to reconceptualize each of Yee's three motivational factors in order to test for the possible role of culture in problematic MMO play: (a) For achievement, we examined how "cultural consonance" with normative understandings of success might structure problematic forms of play; (b) for social, we analyzed the possibility that developing overvalued virtual relationships that are cutoff from offline social interactions might further exacerbate problematic play; and (c) in relation to immersion, we examined how "dissociative" blurring of actual- and virtual-world identities and experiences might contribute to problematic patterns. Our results confirmed that compared to Yee's original motivational factors, these culturally sensitive measures better predict problematic forms of play, pointing to the important role of sociocultural factors in structuring online play.

摘要

叶(2006)发现了三个潜在的激励因素——成就、社交和沉浸,这些因素是多人在线角色扮演游戏(“MMORPG”或简称“MMO”)的基础。随后的研究表明,这些因素在网络游戏世界中会滋生出问题或成瘾的游戏形式。在本研究中,我们使用了一项在线调查(受访者 N=252),该调查是在参考民族志和访谈的基础上构建和解释的,以检验《魔兽世界》(WoW;暴雪娱乐,2004-2013)中的问题游戏。我们借鉴了心理人类学的工具,重新概念化了叶的三个激励因素中的每一个,以测试文化在问题性 MMO 游戏中的可能作用:(a)对于成就,我们研究了与成功的规范理解的“文化一致性”如何构建问题游戏的形式;(b)对于社交,我们分析了发展过度重视的虚拟关系,这些关系与线下社交互动相脱节,可能会进一步加剧问题游戏;(c)在与沉浸相关的方面,我们研究了实际和虚拟世界身份和体验的“分离”模糊如何促成问题模式。我们的结果证实,与叶最初的激励因素相比,这些具有文化敏感性的措施更好地预测了问题游戏的形式,这表明社会文化因素在网络游戏结构中起着重要作用。

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