首页 > 最新文献

Journal of Gaming and Virtual Worlds最新文献

英文 中文
Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018) 意识形态与虚拟城市:电子游戏、权力幻想与新自由主义,Jon Bailes(2018)
IF 0.4 Q3 Computer Science Pub Date : 2020-10-01 DOI: 10.1386/JGVW_00024_5
Patrick J. Lang
Review of: Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018)Alresford: Zero Books, 93 pp.,ISBN 978-1-78904-164-4, p/bk, £9.99
《意识形态与虚拟城市:电子游戏、权力幻想与新自由主义》,Jon Bailes(2018),Alresford:Zero Books,93页,ISBN 978-1-78904-164-4,p/bk,9.99英镑
{"title":"Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018)","authors":"Patrick J. Lang","doi":"10.1386/JGVW_00024_5","DOIUrl":"https://doi.org/10.1386/JGVW_00024_5","url":null,"abstract":"Review of: Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018)\u0000Alresford: Zero Books, 93 pp.,\u0000ISBN 978-1-78904-164-4, p/bk, £9.99","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46457019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Visions of the material body: Twitch.tv and post-phenomenology 物质本体的视觉:Twitch.tv与后现象学
IF 0.4 Q3 Computer Science Pub Date : 2020-10-01 DOI: 10.1386/JGVW_00018_1
Ben Egliston
This article considers what broadcasts of video game play, transmitted through livestreaming platform Twitch.tv, can contribute to discussions around technology, materiality, embodiment and affect in videogaming – an interdisciplinary set of concerns for researchers in the humanities and social sciences. Specifically, I outline the methodological value of Twitch as a tool for addressing video game play as a post-phenomenological concern – providing a perspective of play as not emerging from an autonomous human subject, but from exchanges between humans and non-humans. To demonstrate this, this article discusses observations of livestreamed play of the popular PC-based rhythm game Osu. These observations spotlight how video game play operates as a messy and ongoing relation between bodies and technology, as well as demonstrates how Twitch streams can attend to the often taken-for-granted relations between non-human objects in play, which in turn shape the status of the body as it meets the game.
本文考虑了通过直播平台Twitch.tv传输的视频游戏广播,可以促进围绕视频游戏中的技术、物质性、体现和影响的讨论,这是人文和社会科学研究人员关注的一系列跨学科问题。具体而言,我概述了Twitch作为一种工具的方法论价值,将电子游戏作为一种后现象学关注的问题来处理——提供了一种游戏的视角,认为它不是从一个自主的人类主体中产生的,而是从人类与非人类之间的交流中产生的。为了证明这一点,本文讨论了流行的基于PC的节奏游戏Osu的直播游戏的观察结果。这些观察结果突显了电子游戏是如何作为身体和技术之间混乱而持续的关系运作的,并展示了Twitch流如何处理游戏中非人类物体之间通常被视为理所当然的关系,而这种关系反过来又塑造了身体在与游戏相遇时的状态。
{"title":"Visions of the material body: Twitch.tv and post-phenomenology","authors":"Ben Egliston","doi":"10.1386/JGVW_00018_1","DOIUrl":"https://doi.org/10.1386/JGVW_00018_1","url":null,"abstract":"This article considers what broadcasts of video game play, transmitted through livestreaming platform Twitch.tv, can contribute to discussions around technology, materiality, embodiment and affect in videogaming – an interdisciplinary set of concerns for researchers in the humanities and social sciences. Specifically, I outline the methodological value of Twitch as a tool for addressing video game play as a post-phenomenological concern – providing a perspective of play as not emerging from an autonomous human subject, but from exchanges between humans and non-humans. To demonstrate this, this article discusses observations of livestreamed play of the popular PC-based rhythm game Osu. These observations spotlight how video game play operates as a messy and ongoing relation between bodies and technology, as well as demonstrates how Twitch streams can attend to the often taken-for-granted relations between non-human objects in play, which in turn shape the status of the body as it meets the game.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42669186","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Towards the aesthetics of cozy video games 朝向舒适的电子游戏美学
IF 0.4 Q3 Computer Science Pub Date : 2020-10-01 DOI: 10.1386/JGVW_00017_1
Agata Waszkiewicz, Martyna Bakun
While among game journalists and developers the term ‘cozy games’ has recently been gaining popularity, the concept still rarely is discussed in detail in academic circles. While game scholars put more and more focus on the new types of casual games that concentrate mostly on starting discourses on mental health, trauma and the experiences of marginalized people (often referred to as ‘empathy games’), the discussion would benefit from the introduction of the concept of coziness and the use of more precise definitions. The article discusses cozy aesthetics, showing that their popularity correlates with sociopolitical changes especially in Europe and the United States. First, cozy games are defined in the context of feminist and inclusive design. Second, it proposes three types of application of coziness in games depending on their relationship with functionality: coherent, dissonant and situational.
虽然“舒适游戏”这个词最近在游戏记者和开发者中越来越流行,但学术界却很少详细讨论这个概念。虽然游戏学者们越来越关注新型休闲游戏,这些游戏主要关注心理健康、创伤和边缘人群的经历(通常被称为“移情游戏”),但讨论将受益于引入舒适概念和使用更精确的定义。本文对舒适美学进行了探讨,指出舒适美学的流行与社会政治变迁密切相关,尤其是在欧美。首先,舒适游戏是在女权主义和包容性设计的背景下定义的。其次,根据游戏与功能的关系,它提出了三种舒适感的应用类型:连贯、不和谐和情境。
{"title":"Towards the aesthetics of cozy video games","authors":"Agata Waszkiewicz, Martyna Bakun","doi":"10.1386/JGVW_00017_1","DOIUrl":"https://doi.org/10.1386/JGVW_00017_1","url":null,"abstract":"While among game journalists and developers the term ‘cozy games’ has recently been gaining popularity, the concept still rarely is discussed in detail in academic circles. While game scholars put more and more focus on the new types of casual games that concentrate mostly on starting discourses on mental health, trauma and the experiences of marginalized people (often referred to as ‘empathy games’), the discussion would benefit from the introduction of the concept of coziness and the use of more precise definitions. The article discusses cozy aesthetics, showing that their popularity correlates with sociopolitical changes especially in Europe and the United States. First, cozy games are defined in the context of feminist and inclusive design. Second, it proposes three types of application of coziness in games depending on their relationship with functionality: coherent, dissonant and situational.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46730178","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
New motivations: Change over time in motivations for mobile gaming 新动机:手机游戏的动机会随着时间而改变
IF 0.4 Q3 Computer Science Pub Date : 2020-10-01 DOI: 10.1386/JGVW_00019_1
Stephen Carradini, Anya Hommadova Lu
Many studies of motivations for game play do not consider change in motivations over time. Given the depth of motivations research, this gap seems unusual. In this article, we explore the motivations that players have for beginning, continuing and quitting play in the mobile massively multiplayer online real-time strategy (MMMORTS) gameLords Mobileby reporting on a nineteen-month virtual ethnography. We found that players often download the game due to external motivators such as ads or a reward for playing the game. People often stay playing the game due to game mechanics that strongly encourage the player to form relationships with other players. Players often quit the game due to conflicts with their offline obligations or due to lack of interest in the game. Observing the beginning, middle and end of game play shows that players change motivations over time and respond to external motivators in addition to internal motivators.
许多关于游戏动机的研究没有考虑动机随时间的变化。考虑到动机研究的深度,这种差距似乎不同寻常。在这篇文章中,我们探讨了玩家在移动大规模多人在线实时策略(MMMORTS)游戏中开始、继续和退出游戏的动机。我们发现,玩家下载游戏往往是由于外部激励因素,如广告或游戏奖励。人们通常会继续玩游戏,因为游戏机制强烈鼓励玩家与其他玩家建立关系。玩家经常因为与离线义务冲突或对游戏缺乏兴趣而退出游戏。观察游戏的开始、中期和结束表明,玩家会随着时间的推移改变动机,并对内部动机之外的外部动机做出反应。
{"title":"New motivations: Change over time in motivations for mobile gaming","authors":"Stephen Carradini, Anya Hommadova Lu","doi":"10.1386/JGVW_00019_1","DOIUrl":"https://doi.org/10.1386/JGVW_00019_1","url":null,"abstract":"Many studies of motivations for game play do not consider change in motivations over time. Given the depth of motivations research, this gap seems unusual. In this article, we explore the motivations that players have for beginning, continuing and quitting play in the mobile massively multiplayer online real-time strategy (MMMORTS) gameLords Mobileby reporting on a nineteen-month virtual ethnography. We found that players often download the game due to external motivators such as ads or a reward for playing the game. People often stay playing the game due to game mechanics that strongly encourage the player to form relationships with other players. Players often quit the game due to conflicts with their offline obligations or due to lack of interest in the game. Observing the beginning, middle and end of game play shows that players change motivations over time and respond to external motivators in addition to internal motivators.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46194954","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Avatar, Assembled: The Social and Technical Anatomy of Digital Bodies, Jaime Banks (ed.) (2018) 阿凡达,组装:数字身体的社会和技术解剖,杰米·班克斯(编)(2018)
IF 0.4 Q3 Computer Science Pub Date : 2020-10-01 DOI: 10.1386/JGVW_00022_5
Maria Alberto
Review of: Avatar, Assembled: The Social and Technical Anatomy of Digital Bodies, Jaime Banks (ed.) (2018)New York, Bern, Berlin, Brussels, Frankfurt am Main, Oxford and Wien: Peter Lang, 328 pp.,ISBN 978-1-43313-560-6, h/bk, $52.95
书评:《阿凡达,组装:数字身体的社会和技术解剖》,Jaime Banks主编(2018)纽约,伯尔尼,柏林,布鲁塞尔,美因河畔法兰克福,牛津和维也纳:Peter Lang, 328页,ISBN 978-1-43313-560-6, h/bk, 52.95美元
{"title":"Avatar, Assembled: The Social and Technical Anatomy of Digital Bodies, Jaime Banks (ed.) (2018)","authors":"Maria Alberto","doi":"10.1386/JGVW_00022_5","DOIUrl":"https://doi.org/10.1386/JGVW_00022_5","url":null,"abstract":"Review of: Avatar, Assembled: The Social and Technical Anatomy of Digital Bodies, Jaime Banks (ed.) (2018)\u0000New York, Bern, Berlin, Brussels, Frankfurt am Main, Oxford and Wien: Peter Lang, 328 pp.,\u0000ISBN 978-1-43313-560-6, h/bk, $52.95","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48706996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Playing it safe 小心行事
IF 0.4 Q3 Computer Science Pub Date : 2020-10-01 DOI: 10.1386/JGVW_00021_3
Mark Mullen
For the past 30 years museums and art galleries on both sides of the Atlantic have been resistant to exhibiting digital games as art and have instead embedded them in exhibitions and displays that have portrayed them as exemplars of design. This conservative approach has largely failed to achieve the stated purpose of many of these exhibitions: to foster a wider public appreciation for games and encourage more sophisticated conversations about gaming. This article argues that curators for video game exhibitions have been co-opted by the ideological norms of the tech sector which has produced a reluctance to engage critically with their subject matter and a willingness to overlook ethical problems within the videogame industry.
在过去的30年里,大西洋两岸的博物馆和艺术画廊都不愿意将数字游戏作为艺术来展示,而是将它们作为设计的典范植入展览和展示中。这种保守的方法在很大程度上未能实现这些展览的既定目的:培养更广泛的公众对游戏的欣赏,并鼓励更多关于游戏的复杂对话。本文认为,电子游戏展览的策展人已经被科技行业的意识形态规范所吸引,这使得他们不愿意批判性地参与到他们的主题中,并且愿意忽视电子游戏行业中的道德问题。
{"title":"Playing it safe","authors":"Mark Mullen","doi":"10.1386/JGVW_00021_3","DOIUrl":"https://doi.org/10.1386/JGVW_00021_3","url":null,"abstract":"For the past 30 years museums and art galleries on both sides of the Atlantic have been resistant to exhibiting digital games as art and have instead embedded them in exhibitions and displays that have portrayed them as exemplars of design. This conservative approach has largely failed to achieve the stated purpose of many of these exhibitions: to foster a wider public appreciation for games and encourage more sophisticated conversations about gaming. This article argues that curators for video game exhibitions have been co-opted by the ideological norms of the tech sector which has produced a reluctance to engage critically with their subject matter and a willingness to overlook ethical problems within the videogame industry.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42549784","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Video games through the refrain: Innovation and familiarity 电子游戏通过副歌:创新和熟悉
IF 0.4 Q3 Computer Science Pub Date : 2020-10-01 DOI: 10.1386/JGVW_00020_1
Sian Tomkinson
The video game market is dominated by numerous franchises and many players lament that games are becoming boring and repetitive. However it is evident that players desire these games, which sell well. This article suggests that Deleuze and Guattari’s refrain can help explain why players desire repetition in games, and what kinds of risks and potentials it can provide. Specifically, in regard to gameplay I consider elements including genre and mechanics, and player’s desire to re-experience games. To explore repetition in players I consider game communities and the gamer identity, which can open up players to difference or encourage restriction. I argue that understood through the refrain, repetition in video games has the potential to generate difference, innovation and connections, but also possibly a closing off. The refrain is a useful tool for games studies and industry workers who are interested in understanding how new experiences can emerge from repetition.
电子游戏市场由众多的特许经营权主导,许多玩家哀叹游戏变得无聊和重复。然而,很明显,玩家渴望这些游戏,这些游戏卖得很好。这篇文章表明,德勒兹和瓜塔里的副歌可以帮助解释玩家为什么希望在游戏中重复,以及它可以提供什么样的风险和潜力。具体来说,在游戏性方面,我考虑的因素包括类型和机制,以及玩家重新体验游戏的愿望。为了探索玩家的重复性,我考虑了游戏社区和玩家身份,这可以让玩家产生差异或鼓励限制。我认为,通过副歌可以理解,电子游戏中的重复有可能产生差异、创新和联系,但也可能是一种终结。副歌对游戏研究和有兴趣了解重复如何产生新体验的行业工作者来说是一个有用的工具。
{"title":"Video games through the refrain: Innovation and familiarity","authors":"Sian Tomkinson","doi":"10.1386/JGVW_00020_1","DOIUrl":"https://doi.org/10.1386/JGVW_00020_1","url":null,"abstract":"The video game market is dominated by numerous franchises and many players lament that games are becoming boring and repetitive. However it is evident that players desire these games, which sell well. This article suggests that Deleuze and Guattari’s refrain can help explain why players desire repetition in games, and what kinds of risks and potentials it can provide. Specifically, in regard to gameplay I consider elements including genre and mechanics, and player’s desire to re-experience games. To explore repetition in players I consider game communities and the gamer identity, which can open up players to difference or encourage restriction. I argue that understood through the refrain, repetition in video games has the potential to generate difference, innovation and connections, but also possibly a closing off. The refrain is a useful tool for games studies and industry workers who are interested in understanding how new experiences can emerge from repetition.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48633718","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018) 《意识形态与虚拟城市:电子游戏、权力幻想与新自由主义》,乔恩·贝尔斯著(2018)
IF 0.4 Q3 Computer Science Pub Date : 2020-10-01 DOI: 10.1386/JGVW_00023_5
J. Shelton
Review of: Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018)Winchester and Washington: Zero Books, 112 pp.,ISBN 978-1-78904-164-4, p/bk, £9.99
《意识形态与虚拟城市:电子游戏、权力幻想与新自由主义》,Jon Bailes(2018)温彻斯特与华盛顿:零本书,112页,ISBN 978-1-78904-164-4,p/bk,9.99英镑
{"title":"Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018)","authors":"J. Shelton","doi":"10.1386/JGVW_00023_5","DOIUrl":"https://doi.org/10.1386/JGVW_00023_5","url":null,"abstract":"Review of: Ideology and the Virtual City: Video games, Power Fantasies and Neoliberalism, Jon Bailes (2018)\u0000Winchester and Washington: Zero Books, 112 pp.,\u0000ISBN 978-1-78904-164-4, p/bk, £9.99","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45631648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Editorial 编辑
IF 0.4 Q3 Computer Science Pub Date : 2020-06-01 DOI: 10.1386/jgvw_00010_2
Sonia Fizek
{"title":"Editorial","authors":"Sonia Fizek","doi":"10.1386/jgvw_00010_2","DOIUrl":"https://doi.org/10.1386/jgvw_00010_2","url":null,"abstract":"","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46518048","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Investigating psychological causes and consequences of playing in online gaming communities: The roles of offline and clan-based need satisfaction 调查在线游戏社区中游戏的心理原因和后果:线下和部落需求满足的作用
IF 0.4 Q3 Computer Science Pub Date : 2020-06-01 DOI: 10.1386/jgvw_00014_1
Felix Reer, N. Krämer
Studies found that using digital media can satisfy the needs for competence, autonomy and relatedness, contributing to well-being and enjoyment. Further, need satisfaction in daily life has been identified as a background factor that may influence the intensity of media usage, as well as the psychological outcomes connected to it. Considering both perspectives, the current analysis investigates the causes and consequences of playing in online gaming communities. Specifically, we examine persistent groups of players (‘clans’) formed in the context of the online first-person shooter game Counter-Strike. Based on an online survey among 585 clan players, structural equation modelling shows that need satisfaction in clans relates to increases in clan engagement, increases in positive affect and decreases in negative affect. Further, players with deficits in day-to-day need satisfaction show increased engagement in their clan, but also experience more negative affect and less need satisfaction in their clans.
研究发现,使用数字媒体可以满足能力、自主性和相关性的需求,有助于幸福和享受。此外,日常生活中的需求满足已被确定为可能影响媒体使用强度的背景因素,以及与之相关的心理结果。考虑到这两种观点,当前的分析调查了在线游戏社区中玩游戏的原因和后果。具体来说,我们研究的是在线第一人称射击游戏《反恐精英》中形成的持久玩家群体(“部落”)。基于对585名部落玩家的在线调查,结构方程模型显示,部落需求满意度与部落参与度的增加、积极影响的增加和消极影响的减少有关。此外,缺乏日常需求满足的玩家在部落中表现出更高的参与度,但也会在部落中体验到更多的负面影响和更少的需求满足。
{"title":"Investigating psychological causes and consequences of playing in online gaming communities: The roles of offline and clan-based need satisfaction","authors":"Felix Reer, N. Krämer","doi":"10.1386/jgvw_00014_1","DOIUrl":"https://doi.org/10.1386/jgvw_00014_1","url":null,"abstract":"Studies found that using digital media can satisfy the needs for competence, autonomy and relatedness, contributing to well-being and enjoyment. Further, need satisfaction in daily life has been identified as a background factor that may influence the intensity of media usage, as well\u0000 as the psychological outcomes connected to it. Considering both perspectives, the current analysis investigates the causes and consequences of playing in online gaming communities. Specifically, we examine persistent groups of players (‘clans’) formed in the context of the online\u0000 first-person shooter game Counter-Strike. Based on an online survey among 585 clan players, structural equation modelling shows that need satisfaction in clans relates to increases in clan engagement, increases in positive affect and decreases in negative affect. Further, players with\u0000 deficits in day-to-day need satisfaction show increased engagement in their clan, but also experience more negative affect and less need satisfaction in their clans.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45008011","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
期刊
Journal of Gaming and Virtual Worlds
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1