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虚拟世界中的社会实体:电子竞技中的交互主体性

Social bodies in virtual worlds: Intercorporeality in Esports.

作者信息

Ekdahl David, Ravn Susanne

机构信息

Department of Sports Science and Clinical Biomechanics (Research Unit: Movement, Culture and Society / MoCS), University of Southern Denmark, Campusvej 55, 5230 Odense M, Denmark.

出版信息

Phenomenol Cogn Sci. 2022;21(2):293-316. doi: 10.1007/s11097-021-09734-1. Epub 2021 Apr 27.

Abstract

As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners' experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual worlds of the popular team-based esports practices Counter Strike: Global Offensive and League of Legends. Our analysis discloses how the practitioners' interactions essentially depend on intercorporeality - understood as a form of reciprocity of bodily intentionality between the players. This is an intercorporeality that is present throughout the players' performance, but which especially comes to the front when they engage in feinting. Acknowledging the intercorporeality integral to at least some esports practices helps fuzzying the sharp division between virtuality and embodied social understanding. Doing so highlights the fluidity of our embodied condition, and it raises interesting questions concerning the possibility of yet other forms of embodied sociality in a wider range of virtual formats in the world.

摘要

随着基于屏幕的虚拟世界逐渐开始促进越来越多的社交互动,一些研究人员认为,这些互动的虚拟世界不允许有具身化的社会理解。本文的目的是通过研究电子竞技从业者在表演过程中相互互动的经历,来确切考察这种可能性。通过将定性研究方法与现象学相结合,我们调查了在流行的团队电子竞技项目《反恐精英:全球攻势》和《英雄联盟》的虚拟世界中互动的实际第一人称体验。我们的分析揭示了从业者的互动本质上如何依赖于交互主体性——被理解为玩家之间身体意向性的一种互惠形式。这种交互主体性贯穿于玩家的整个表演过程,但在他们进行佯攻时尤其凸显出来。认识到至少某些电子竞技项目中不可或缺的交互主体性,有助于模糊虚拟性与具身化社会理解之间的明显界限。这样做突出了我们具身状态的流动性,并引发了关于在世界上更广泛的虚拟形式中其他形式的具身社会性可能性的有趣问题。

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