Ordinary Men with Extra-Ordinary Skills? Masculinity Constructs among Mmorpg-Gamers

C. Hellman, Maija Majamäki
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引用次数: 7

Abstract

1.IntroductionThe media discussion surrounding digital gaming tends to be risk- and problem-oriented. For example, computer video gaming has been depicted as causing mental health problems (Ahlroth, 2014) and reducing social competence and cognition (Mykkanen, 2013). Such public concerns are often heavily gendered by emphasizing how young boys lose out due to their gaming habits.Massively multiplayer online role-playing games (MMORPGs) are an easy target of public concern (see Karlsen, 2015). The gamers, who are mostly men, immerse themselves in the graphical virtual gaming environments about 20 to 25 hours a week (Griffiths et al., 2004; Ng & Wiemer-Hastings, 2005; Smahel et al., 2008), they appear exceptionally demarcated from the outside world. The fantasy and warfare milieus of the games are filled with tasks to be attended to through the coordination of the gamers' input. To advance and get the most out of the games, gamers form guilds that usually play together for several gaming sessions. In the public discourse, these online game communities are sometimes portrayed as breeding grounds for male aggression and lost souls (Walker, 2012; Karlsen, 2015). They have even been presented as a backdrop for the antagonized male offenders in school shootings (see Hoikkala & Suurpaa, 2007). Still, not much is known about the masculinity constructs that are upheld through the collaboration and the "we"-spirit of these communities. Although research has covered a myriad of aspects of strong and intense social bonds between players (e.g. Verhagen & Johansson, 2009; Li & Alfano, 2006; Nardi & Harris, 2006; Hsu et al., 2009; Quandt & Kroger, 2013), less is known about how masculinity constructs work as social glue in these processes. There is, no doubt, a need to analyze the masculinity constructs that gamer communities are, in fact, nurturing.In this study, we inquired into the masculine identities in applications (N=210) for community membership of one of the largest MMORPG gaming communities in Finland. The community has more than 2400 members, of whom less than 6% are women (2016). The study analyzes how the gamers present themselves as persons and as gamers, paying special attention to the nature and functions of their masculine identity. As both identity and masculinity positions are fluent concepts, we employ three gamers' identity positions (virtual, real, and projective, as suggested by Gee, 2003) and three masculinity positions (heroic, ordinary, and revolting, as suggested by Wetherell and Edley, 1999) for creating order and making sense of our observations.We start by presenting some earlier research on MMORPG as well as our theoretical framework. Then, we report the results. In the end, we discuss our contribution, drawing up a grid that summarizes the masculine identities construed in the community under study.2.Social and Gendered WorldsMMORPG gamers typically create and sustain order within gaming guilds and clans by community rules. These rules have been shown to keep the group together and give it a cohesive identity (e.g. Johansson, 2013). Common MMORPG guild rules include being respectful to all participants, avoiding all kinds of discrimination, keeping drama to a minimum, avoiding foul language, and not taking in-game misfortunes too gravely (ibid.). Being a good ambassador for the group, being fair, following the rules, and committing to the group are other highlighted features (Johansson, 2013; similar findings by Foo & Koivisto, 2004).The community of this study is glocal: it is based in Finland and its communication language is Finnish, but as MMORPGs are web-based and global to their character some English terminology is employed and participation is possible from any part of the world. The community's members refer to it as "The Clan." To join The Clan, gamers must accept the community rules (e.g. showing respect and avoiding foul language) and assure that they are more than 18 years of age. …
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平凡的人拥有非凡的技能?mmorpg游戏玩家的男子气概建构
1.媒体对数字游戏的讨论往往以风险和问题为导向。例如,电脑视频游戏被描述为导致心理健康问题(Ahlroth, 2014)和降低社会能力和认知(Mykkanen, 2013)。这种公众关注往往带有浓重的性别色彩,强调小男孩会因为他们的游戏习惯而遭受损失。大型多人在线角色扮演游戏(mmorpg)很容易成为公众关注的目标(参见Karlsen, 2015)。这些玩家主要是男性,他们每周将自己沉浸在图形虚拟游戏环境中约20至25个小时(Griffiths et al., 2004;Ng & Wiemer-Hastings, 2005;Smahel et al., 2008),他们似乎与外部世界有着特殊的界限。游戏的奇幻和战争环境充满了玩家需要协调输入才能完成的任务。为了在游戏中获得更多乐趣,玩家会组成公会,在几个回合中一起玩游戏。在公共话语中,这些在线游戏社区有时被描绘成男性侵略和迷失灵魂的滋生地(Walker, 2012;Karlsen, 2015)。他们甚至被作为校园枪击案中敌对的男性罪犯的背景(见Hoikkala & Suurpaa, 2007)。然而,通过这些社区的合作和“我们”精神所支撑的男子气概结构,我们所知甚少。尽管研究涵盖了玩家之间强大而强烈的社会联系的许多方面(例如Verhagen & Johansson, 2009;Li & Alfano, 2006;Nardi & Harris, 2006;Hsu等,2009;Quandt & Kroger, 2013),对于男性气质结构如何在这些过程中作为社会粘合剂起作用,我们知之甚少。毫无疑问,我们有必要分析玩家社区实际上正在培养的男子气概结构。在这项研究中,我们调查了芬兰最大的MMORPG游戏社区之一的社区成员申请中的男性身份(N=210)。该社区有2400多名成员,其中不到6%是女性(2016年)。该研究分析了游戏玩家如何将自己呈现为个人和游戏玩家,并特别关注了他们男性身份的性质和功能。由于身份和男性身份都是一个连贯的概念,我们使用了三种玩家身份位置(虚拟、真实和投射,如Gee, 2003)和三种男性身份位置(英雄、普通和反叛,如Wetherell和Edley, 1999)来创造秩序和理解我们的观察结果。我们首先介绍一些关于MMORPG的早期研究以及我们的理论框架。然后,我们报告结果。最后,我们讨论了我们的贡献,绘制了一个网格,总结了在研究社区中解释的男性身份。smmorpg玩家通常通过社区规则在游戏公会和部落中创造和维持秩序。这些规则已被证明可以使群体保持在一起,并赋予其凝聚力(例如Johansson, 2013)。常见的MMORPG公会规则包括尊重所有参与者,避免各种歧视,保持戏剧最小化,避免脏话,不要把游戏中的不幸看得太严重。作为集团的好大使,公平,遵守规则,对集团的承诺是其他突出的特点(Johansson, 2013;Foo & Koivisto, 2004年也有类似发现)。这项研究的社区是全球性的:它位于芬兰,其交流语言是芬兰语,但由于mmorpg是基于网络的,其特点是全球性的,因此使用了一些英语术语,并且世界任何地方都可以参与其中。该社区的成员将其称为“The Clan”。要加入The Clan,玩家必须接受社区规则(例如表示尊重和避免脏话),并确保他们年满18岁。…
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