Adrian Kristiansen, F. Lindberg, Anders Tempelhaug
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引用次数: 1
Abstract
This paper analyzes social conflicts among amateur computer gamers who are playing online multiplayer games. Whereas prior research tends to focus on the passion and fun of consumption community, or negative individual consequences of gaming, our research contributes with theorization of the role of social conflicts within and across gaming communities. The empirical data consists of two data collecting phases. We develop our understanding of gaming communities and culture through virtual ethnography and netnography. Then we conduct interviews with young adult gamers who belong to six communities. Our findings show four types of social conflicts; those between casual versus competitive logics, depending on skills and power, immoral behavior, and troubles of team alignment, which are related to routinized, prerogative or transgressive conflict cultures. We discuss how the study contributes with new knowledge on consumption-mediated social conflicts and suggest a model of the relationship between conflict cultures, conflict types and implications.
期刊介绍:
The Journal of Consumer Culture is a major new journal designed to support and promote the dynamic expansion in interdisciplinary research focused on consumption and consumer culture, opening up debates and areas of exploration. Global in perspective and drawing on both theory and empirical research, the journal reflects the need to engage critically with modern consumer culture and to understand its central role in contemporary social processes. The Journal of Consumer Culture brings together articles from the many social sciences and humanities in which consumer culture has become a significant focus. It also engages with overarching contemporary perspectives on social transformation.