死亡只是开始吗?人们如何悼念社交媒体中的人工角色

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2023-08-09 DOI:10.1177/15554120231190195
Sercan Sengün, João M. Santos, Joni O. Salminen, Milica Milenkovic, B. Jansen
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引用次数: 0

摘要

我们分析了观众对故事驱动的虚拟角色死亡的反应,这些角色具有预定的命运,无论是虚拟故事还是电影故事的一部分,特别是电子游戏和电视剧。我们的目标是为媒体中虚构角色的认同和同理心研究做出贡献,并通过特别关注角色的死亡来缩小这些研究的研究差距。我们收集了3000条关于电子游戏和电视剧中16个角色死亡的在线评论。我们根据k bler- ross和Kessler的五个悲伤阶段对每个评论进行编码,并进行定量分析(使用LIWC2015心理语言学分析软件)和定性分析(使用主题分析)。总的来说,我们发现真实角色和虚构角色的悲伤过程非常相似,并且在讨论角色死亡时发现了基于(a)性别的语言差异;(b)他们在故事中的角色;(c)交互模式;(四)媒介形式。最后,定性分析揭示了屏幕死亡的独特和新颖的主题,例如(a)听觉线索的影响;(b)怀旧与美丽;(c)复活和跨媒体;(d)的破坏者;(e)比较和现实内涵;(f)对特许经营的影响;(g)观看者的性别对这些讨论的影响。我们详细讨论了我们的发现,以及对未来性格发展的影响。
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Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media
We analyze the audience response to the death of narrative-driven fictitious characters with predetermined fates, whether part of a virtual or cinematic story, and specifically from video games and TV series. Our aim is to contribute to the studies of identification and empathy with fictitious characters in media, as well as to close the research gap around these studies by specifically focusing on the death of the characters. We collected 3000 online comments on the deaths of 16 characters from video games and TV series. We coded each comment according to the five stages of grief by Kübler-Ross and Kessler and performed quantitative (using LIWC2015 psycholinguistic analysis software) and qualitative analysis (using thematic analysis). Overall, we found a strong resemblance between the processes of grief for real and fictitious characters and uncovered differences of language when discussing the death of a character based on (a) their gender; (b) their role in the story; (c) their interactivity mode; and (d) the form of media. Finally, qualitative analysis revealed unique and novel themes for on-screen deaths, such as (a) the effects of aural cues; (b) nostalgia and beauty; (c) resurrection and transmedia; (d) spoilers; (e) comparisons and real-life connotations; (f) the effects on the franchise; and (g) the effects of the gender of the viewer on these discussions. We discuss our findings in detail, along with implications for future character development.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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