在有人死亡之前,一切都是有趣的游戏:永久死亡欣赏是悲伤和死亡突出的功能

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2022-07-01 DOI:10.1386/jgvw_00057_1
M. West, Elizabeth L. Cohen, J. Banks, Alan K. Goodboy
{"title":"在有人死亡之前,一切都是有趣的游戏:永久死亡欣赏是悲伤和死亡突出的功能","authors":"M. West, Elizabeth L. Cohen, J. Banks, Alan K. Goodboy","doi":"10.1386/jgvw_00057_1","DOIUrl":null,"url":null,"abstract":"Challenge is a key gratification sought in video games, and punishment by character death is often the repercussion for poor performance, requiring players to recover or restart. But some gamers go a step further and opt into games that feature permadeath: the permanent death of a game character with no opportunity to recover that character. These experiences may be emotionally taxing for players, but under some circumstances, they can enhance the meaningfulness of the play experience. Participants (N = 394) recruited from online gaming forums were randomly assigned to report on a past permadeath or temporary death gaming experience in order to help understand how the two forms of death experiences may differently impact affective responses, mortality salience and appreciation responses. Permadeath recollections were associated with increased appreciation, mediated by reported grief over the deaths. This indirect effect was stronger for those with stronger parasocial attachments to their characters and those with decreased tendencies to engage in trait meaning making. These findings hint that players less inclined to find meaning in everyday stressors could be more likely to derive meaning from their tragedies in game worlds.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.7000,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"It’s all fun and games until somebody dies: Permadeath appreciation as a function of grief and mortality salience\",\"authors\":\"M. West, Elizabeth L. Cohen, J. Banks, Alan K. Goodboy\",\"doi\":\"10.1386/jgvw_00057_1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Challenge is a key gratification sought in video games, and punishment by character death is often the repercussion for poor performance, requiring players to recover or restart. But some gamers go a step further and opt into games that feature permadeath: the permanent death of a game character with no opportunity to recover that character. These experiences may be emotionally taxing for players, but under some circumstances, they can enhance the meaningfulness of the play experience. Participants (N = 394) recruited from online gaming forums were randomly assigned to report on a past permadeath or temporary death gaming experience in order to help understand how the two forms of death experiences may differently impact affective responses, mortality salience and appreciation responses. Permadeath recollections were associated with increased appreciation, mediated by reported grief over the deaths. This indirect effect was stronger for those with stronger parasocial attachments to their characters and those with decreased tendencies to engage in trait meaning making. These findings hint that players less inclined to find meaning in everyday stressors could be more likely to derive meaning from their tragedies in game worlds.\",\"PeriodicalId\":43635,\"journal\":{\"name\":\"Journal of Gaming and Virtual Worlds\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2022-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Gaming and Virtual Worlds\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1386/jgvw_00057_1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Gaming and Virtual Worlds","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/jgvw_00057_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 1

摘要

挑战是电子游戏中主要的满足感,角色死亡的惩罚通常是对糟糕表现的反应,要求玩家恢复或重新开始。但有些玩家会更进一步,选择带有permadeath功能的游戏:游戏角色的永久死亡,没有机会恢复该角色。这些体验可能会让玩家产生情感负担,但在某些情况下,它们可以增强游戏体验的意义。从在线游戏论坛招募的参与者(N = 394)被随机分配报告过去的永久死亡或暂时死亡游戏体验,以帮助理解这两种形式的死亡体验如何不同地影响情感反应、死亡率显著性和欣赏反应。永久死亡的回忆与增加的欣赏有关,由报告的死亡悲伤调解。这种间接影响对于那些对他们的性格有更强的副社会依恋的人以及那些参与特征意义构建的倾向较低的人来说更强。这些发现暗示,那些不太倾向于从日常压力源中寻找意义的玩家,更有可能从游戏世界中的悲剧中获得意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
It’s all fun and games until somebody dies: Permadeath appreciation as a function of grief and mortality salience
Challenge is a key gratification sought in video games, and punishment by character death is often the repercussion for poor performance, requiring players to recover or restart. But some gamers go a step further and opt into games that feature permadeath: the permanent death of a game character with no opportunity to recover that character. These experiences may be emotionally taxing for players, but under some circumstances, they can enhance the meaningfulness of the play experience. Participants (N = 394) recruited from online gaming forums were randomly assigned to report on a past permadeath or temporary death gaming experience in order to help understand how the two forms of death experiences may differently impact affective responses, mortality salience and appreciation responses. Permadeath recollections were associated with increased appreciation, mediated by reported grief over the deaths. This indirect effect was stronger for those with stronger parasocial attachments to their characters and those with decreased tendencies to engage in trait meaning making. These findings hint that players less inclined to find meaning in everyday stressors could be more likely to derive meaning from their tragedies in game worlds.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
期刊最新文献
Board Games as Media, Paul Booth (2021) Continual creation: Idealism, metaphor and the representation of spatio-temporality Playing farmer: At the intersections of neo-liberal capitalism and ecocriticism in Stardew Valley Digital games and the category of auteur: The case of Muriel Tramis Cyberpunk Culture and Psychology: Seeing through the Mirrorshades, Anna Mcfarlane (2022)
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
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
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
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
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