冷静点,伙计!这只是一场游戏:在WARGAMING的坦克世界中观察团队MMO玩家的行为模式

H. Esmaeili, P. Woods
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引用次数: 4

摘要

本研究研究了大型多人在线游戏《坦克世界》中的几个场景,以观察玩家在不同情境下对发生/创造的刺激的反应。通过观察和经验的定性方法来研究团队成员在真实情况下的行为,尽管发生在虚拟环境中。《坦克世界》提供了各种各样的场景,主要涉及团队活动。作为一款基于等级/排名的游戏,同时也将玩家的数据相互暴露,这款游戏提供了一个环境,在这个环境中,对于许多玩家来说,“数据”变得比游戏本身更重要。在这种情况下,游戏的有趣部分有时会受到上述态度的影响,导致网络欺凌、羞辱、言语辱骂,在某些情况下还会故意误伤友军。然而,行为水平因场景而异。此外,本研究还讨论了在体验过程中观察到的其他一些行为模式,这些模式反映了虚拟环境中现实世界半相似的场景/情况,例如在需要的时候帮助队友或利用个人优势而不是帮助他人。这是一个现象学案例研究,运用符号互动主义、解释主义和现象学作为理论视角,通过直接和间接的观察,同时体验被调查的现象。建构主义认识论用于建构关于上述现象的知识。数据是使用wg现有的坦克世界账户收集的,主要来自真实场景(战斗)。然而,这款游戏提供了各种功能,如在线聊天(文字和语音),统计数据,以及一些相关的网站,用户可以在这些网站上以多种不同的形式从文本到交互式多媒体分享他们的经验/想法。在需要的地方也可以使用这些数据源。本研究着眼于各种场景,以调查在上述事件发生时影响玩家行为的因素,以便在适用的情况下为其中一些模式开发一些模式。本研究的目的不是批评观察到的行为,而是研究和说明它们。因此,研究既不鼓励也不反对这种行为。然而,最后提供了一个简短的讨论,争论现实世界场景中的行为反映,反之亦然。
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Calm down buddy! it's just a game: Behavioral patterns observed among teamwork MMO participants in WARGAMING's world of tanks
This study examines (also develops) several scenarios in a massively multiplayer online game, World of Tanks, in order to observe player's response to the occurred/created stimuli in different situations. A qualitative approach through observation and experience is employed to study the behavior of team players in the real situations, although occurring in a virtual environment. World of Tanks offers various scenarios, which are mostly involved with teamwork activities. Being a tiered/ranked-based game, also exposing players' stats to each other, the game has provided an environment, in which, for many players, ‘stats’ have become more important than the game itself. In this situation sometimes the fun part of the game is victimized by the above attitude, leading to cyber-bullying, humiliation, verbal abuse, and in some cases deliberate friendly fire. However, the level of behavior varies from a scenario to another. Additionally, some other behavioral patterns, observed during the experience, are discussed in this study, which reflect the real world semi-similar scenarios/situations in a virtual environment e.g. helping teammates in the time of need or taking personal advantages rather than assisting others. This is a phenomenological case study using symbolic interactionism, interpretivism, and phenomenology as a theoretical perspective through direct and indirect observation while experiencing the phenomenon being investigated. A constructionism epistemology is used in order to construct knowledge about the above phenomenon. Data is collected using an existing WARGAMING's World of Tanks account mainly from the real scenarios (battles). However, this game offers various features such as online chat (text and voice), statistics, and several associated websites where users can share their experience/thoughts in many different forms from text to interactive multimedia. These sources of data are also used wherever needed. This study looks at various scenarios to investigate the factors influencing the players' behavior in occurrence of the mentioned events in order to develop few patterns for some of them, where applicable. This study aims not to criticize the observed behaviors but to study and illustrate them. Therefore, study takes no side neither encouraging nor discouraging the behavior. However, a brief discussion is provided at the end arguing over the reflection of behavior in the real world scenarios, vice versa.
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