{"title":"网络社交的一些有形后果:魔兽世界中现实生活和虚拟生活之间的关系","authors":"Negrici Dominic","doi":"10.24818/SYN/2021/17/1.04","DOIUrl":null,"url":null,"abstract":"This one-off, largely exploratory study seeks to answer questions that map several basic phenomena of online sociability, in order to be able to have a basis for a possible analysis of the external cultural reception of an entity formed in a theoretically different culture – the Romanian culture. By going through the empirical inventory of some common typologies of online gamers, by means of randomized, anonymous interviews with players, our final goal (and hope) was to sketch a relationship between social capital and group configuration, within an internal community of the online game (MMORPG) World of Warcraft.","PeriodicalId":38079,"journal":{"name":"Synergy","volume":"17 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"QUELQUES RAMIFICATIONS TANGIBLES DE LA SOCIABILITÉ EN LIGNE: UN RAPPORT ENTRE VIE RÉELLE ET VIE VIRTUELLE DANS WORLD OF WARCRAFT\",\"authors\":\"Negrici Dominic\",\"doi\":\"10.24818/SYN/2021/17/1.04\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This one-off, largely exploratory study seeks to answer questions that map several basic phenomena of online sociability, in order to be able to have a basis for a possible analysis of the external cultural reception of an entity formed in a theoretically different culture – the Romanian culture. By going through the empirical inventory of some common typologies of online gamers, by means of randomized, anonymous interviews with players, our final goal (and hope) was to sketch a relationship between social capital and group configuration, within an internal community of the online game (MMORPG) World of Warcraft.\",\"PeriodicalId\":38079,\"journal\":{\"name\":\"Synergy\",\"volume\":\"17 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Synergy\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24818/SYN/2021/17/1.04\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Medicine\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Synergy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24818/SYN/2021/17/1.04","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Medicine","Score":null,"Total":0}
QUELQUES RAMIFICATIONS TANGIBLES DE LA SOCIABILITÉ EN LIGNE: UN RAPPORT ENTRE VIE RÉELLE ET VIE VIRTUELLE DANS WORLD OF WARCRAFT
This one-off, largely exploratory study seeks to answer questions that map several basic phenomena of online sociability, in order to be able to have a basis for a possible analysis of the external cultural reception of an entity formed in a theoretically different culture – the Romanian culture. By going through the empirical inventory of some common typologies of online gamers, by means of randomized, anonymous interviews with players, our final goal (and hope) was to sketch a relationship between social capital and group configuration, within an internal community of the online game (MMORPG) World of Warcraft.