一起“开黑”:游戏社交中的关系破冰、情感仪式与媒介转移“Kaihei”(Playing) Together:Relationship Icebreaking,Emotion Rituals and Media Transfer in Game Socialization
董晨宇;丁依然;王乐宾;
摘要(Abstract):
电子游戏作为一种重要的社交方式越来越受到研究者的关注。不过,对于游戏共玩如何增加社会资本的研究以量化方法为主,且往往难以跳出游戏本身的边界。通过对17位《王者荣耀》游戏玩家的深度访谈,研究发现,游戏世界的确可以通过视觉化身和听觉亲密增加人际交流、促进彼此了解。游戏共玩对于桥接型社会资本的意义主要体现在关系破冰,对于结合型社会资本的意义主要体现在为远距离亲密关系创建情感仪式。换言之,游戏在游戏社交和整个社交网络之中皆不必然处于核心地位,其价值的最终实现往往仍需辅之以“媒介转移”,这一发现补充了既往量化研究的局限,体现出一种“去媒体中心化”的媒体研究取向。
关键词(KeyWords): 《王者荣耀》;游戏社交;结合型社会资本;桥接型社会资本;复媒体
基金项目(Foundation): 中国人民大学马克思主义新闻观研究中心课题(19MXG08)
作者(Authors): 董晨宇;丁依然;王乐宾;
参考文献(References):
- ① Aarseth,E.,“Computer Game Studies,Year One,”Game Studies,Vol.1,No.1,2001,pp.1-15.
- ② Mannell,R.C.,Kleiber,D.A.,Psychology of Leisure,In Routledge Handbook of Leisure Studies,2020,pp.40-51.
- (1)Iso-Ahola,S.E.,Park,C.J.,“Leisure-related Social Support and Self-determination as Buffers of Stress-illness Relationship,”Journal of Leisure Research,Vol.28,No.3,1996,pp.169-187.
- (2)De Grove,F.,Cauberghe,V.,Van Looy,J.,“In Pursuit of Play:Toward a Social Cognitive Understanding of Determinants of Digital Play,”Communication Theory,Vol.24,No.2,2014,pp.205-223.
- (3)Longman,H.,O'Connor,E.,Obst,P.,“The Effect of Social Support Derived from World of Warcraft on Negative Psychological Symptoms,”CyberPsychology & Behavior,Vol.12,No.5,2009,pp.563-566.
- (4)Molyneux,L.,Vasudevan,K.,Gil de Zuniga,H.,“Gaming Social Capital:Exploring Civic Value in Multiplayer Video Games,”Journal of Computer-Mediated Communication,Vol.20,No.4,2015,pp.381-399.
- (5)Steinkuehler,C.A.,Williams,D.,“Where Everybody Knows Your (Screen) Name:Online Games as ‘Third Places’,”Journal of Computer-Mediated Communication,Vol.11,No.4,2006,pp.885-909.
- (6)Zeng Skovh?j,F.H.,“Managing Everyday Communication with Strong,Weak,and Latent Ties via WeChat:Availability,Visibility,and Reciprocal Engagement,” Mobile Media & Communication,Vol.9,No.3,2021,pp.513-530.
- (7)Boyd,D.M.,Ellison,N.B.,“Social Network Sites:Definition,History,and Scholarship,”Journal of Computer-Mediated Communication,Vol.13,No.1,2007,pp.210-230.
- (8)Tandoc Jr,E.C.,Lou,C.,Min,V.L.H.,“Platform-swinging in a Poly-social-media Context:How and Why Users Navigate Multiple Social Media Platforms,”Journal of Computer-Mediated Communication,Vol.24,No.1,2019,pp.21-35.
- (9)Ducheneaut,N.,Moore,R.J.,“The Social Side of Gaming:A Study of Interaction Patterns in a Massively Multiplayer Online Game,” Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work,2004,pp.360-369.
- (10)Ducheneaut,N.,Yee,N.,Nickell,E.,Moore,R.J.,“‘Alone Together?’ Exploring the Social Dynamics of Massively Multiplayer Online Games,” Proceedings of the SIGCHI Conference on Human Factors in Computing Systems,2006,pp.407-416.
- (11)Bourdieu,P.,“The Forms of Capital”,In J.G.Richardson (Ed.),Handbook of Theory and Research for the Sociology of Education,New York:Greenwood Press,1986,p.247.
- (12)Patulny,R.V.,Svendsen,G.L.H.,“Exploring the Social Capital Grid:Bonding,Bridging,Qualitative,Quantitative,”International Journal of Sociology and Social Policy.Vol.27,No.1/2,2007,pp.32-51.
- (13)Ellison,N.B.,Steinfield,C.,Lampe,C.“The Benefits of Facebook ‘Friends’:Social Capital and College Students’ Use of Online Social Network Sites,”Journal of Computer-Mediated Communication,Vol.4,No.12,2007,pp.1143-1168.
- (14)例如:Kobayashi,T.,“Bridging Social Capital in Online Communities:Heterogeneity and Social Tolerance of Online Game Players in Japan,”Human Communication Research,Vol.36,No.4,2010,pp.546-569;Williams,D.,“Groups and Goblins:The Social and Civic Impact of an Online Game,”Journal of Broadcasting & Electronic Media,Vol.50,No.4,2006,pp.651-670.
- (15)Trepte,S.,Reinecke,L.,Juechems,K.,“The Social Side of Gaming:How Playing Online Computer Games Creates Online and Offline Social Support,”Computers in Human Behavior,Vol.28,No.3,2012,pp.832-839.
- (16)Steinkuehler,C.A.,Williams,D.,“Where Everybody Knows Your (Screen) Name:Online Games as ‘Third Places’,”Journal of Computer-Mediated Communication,Vol.11,No.4,2006,pp.885-909.关于第三场所的研究,参见:Oldenburg,R.,Brissett,D.,“The Third Place,"Qualitative Sociology,Vol.5,No.4,1982,pp.265-284.
- (17)Dalisay,F.,Kushin,M.J.,Yamamoto,M.,Liu,Y.I.,Skalski,P.,“Motivations for Game Play and the Social Capital and Civic Potential of Video Games,”New Media & Society,Vol.17,No.9,2015,pp.1399-1417.
- (18)Kolo,C.,Baur,T.,“Living a Virtual Life:Social Dynamics of Online Gaming,”Game Studies,Vol.4,No.1,2004,pp.1-31.
- (19)叶韡明、古俊伟、尹博等:《从“偷菜”看游戏的发展——社交网络网页游戏的定性研究》,《编辑学刊》2010年第3期,第37-41页。
- (20)Skoric,M.M.,Kwan,G.C.E.,“Platforms for Mediated Sociability and Online Social Capital:The Role of Facebook and Massively Multiplayer Online Games,”Asian Journal of Communication,Vol.21,No.5,2011,pp.467-484.
- (21)Depping,A.E.,Johanson,C.,Mandryk,R.L.,“Designing for Friendship:Modeling Properties of Play,In-game Social Capital,and Psychological Well-being,” Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play,2018,pp.87-100.
- (22)Zeng Skovh?j,F.H.,“Managing Everyday Communication with Strong,Weak,and Latent Ties via WeChat:Availability,Visibility,and Reciprocal Engagement,”Mobile Media & Communication,Vol.9,No.3,2021,pp.513-530.
- (23)[美]简·麦戈尼格尔:《游戏改变世界:游戏化如何让现实变得更美好》,闾佳译,杭州:浙江人民出版社,2012年,第13页。
- (24)Herring,S.C.,Kutz,D.O.,Paolillo,J.C.,Zelenkauskaite,A.,“Fast Talking,Fast Shooting:Text Chat in an Online First-person Game,”2009 42nd Hawaii International Conference on System Sciences,2009,pp.1-10.
- (25)Crenshaw,N.,Nardi,B.,“‘It Was More Than Just the Game,It Was the Community’:Social Affordances in Online Games,”2016 49th Hawaii International Conference on System Sciences,2016,pp.3781-3790.
- (26)Madianou,M.,Miller,D.,Migration and New Media:Transnational Families and Polymedia,Abingdon:Routledge,2011,p.8.
- (27)Tandoc Jr,E.C.,Lou,C.,Min,V.L.H.,“Platform-swinging in a Poly-social-media Context:How and Why Users Navigate Multiple Social Media Platforms,”Journal of Computer-Mediated Communication,Vol.24,No.1,2019,pp.21-35.
- (28)Madianou,M.,Miller,D.,“Polymedia:Towards a New Theory of Digital Media in Interpersonal Communication,”International Journal of Cultural Studies,Vol.16,No.2,2013,pp.169-187.
- (29)Gershon,I.,“Breaking Up is Hard To Do:Media Switching and Media Ideologies,”Journal of Linguistic Anthropology,Vol.20,No.2,2010,pp.389-405;Boczkowski,P.J.,Matassi,M.,Mitchelstein,E.,“How Young Users Deal with Multiple Platforms:The Role of Meaning-Making in Social Media Repertoires,”Journal of Computer-Mediated Communication,Vol.23,No.5,2018,pp.245-259.
- (30)赵红勋、陈霞:《角色认知与关系建构:青年游戏实践的社会交往研究——基于〈王者荣耀〉游戏玩家的学术考察》,《未来传播》2021年第6期,第50-57页。
- (31)Aarseth,E.,“Game Studies:How to Play-Ten Play-tips for the Aspiring Game Studies Scholar,”Game Studies,Vol.19,No.2,2019.
- (32)Valentine,R.,“Digital Games Spending Reached $127 Billion in 2020”,2021年1月6日,https://www.gamesindustry.biz/articles/2021-01-06-digital-games-spending-reached-USD127-billion-in-2020,2022年3月4日。
- (33)Nehls,K.,Smith,B.D.,“Schneider,H.A.,Video-conferencing Interviews in Qualitative Research,” In S.Hai-Jew (Ed.),Enhancing Qualitative and Mixed Methods Research with Technology,Hershey:IGI Global,2015,pp.140-157.
- (34)Gao,G.,Shih,P.C.,“Does Platform Matter?A Game Design Analysis of Female Engagement in MOBA Games,”DiGRA Conference,2018,pp.1-16.
- (35)Bordbar,F.,“Gender,Identity,and Language Use:A Case of Tehrani Teenage Bloggers' Virtual Speech Community,”International Journal of Language Studies,Vol.2,No.4,2010,pp.119-138.
- (36)Klevjer,R.,What is the Avatar Fiction and Embodiment in Avatar-based Singleplayer Games,Doctoral Dissertation,University of Bergen,2007,p.10.
- (37)何威、李玥:《戏假情真:〈王者荣耀〉如何影响玩家对历史人物的态度与认知》,《国际新闻界》2020年第7期,第49-73页。
- (38)本研究一共包含17位被访者,以S1-S17署名。
- (39)Vogiazou,Y.Eisenstadt,M.,“Designing Multiplayer Games to Facilitate Emergent Social Behaviours Online,”Interactive Technology and Smart Education,Vol.2,No.2,2005,pp.117-130.
- (40)Cole,H.,Griffiths,M.,“Social Interactions in Massively Multiplayer Online Role-playing Gamers,”CyberPsychology & Behavior,No.10,2007,pp.575-583.
- (41)Gershon,I.,“Breaking up is Hard to Do:Media Switching and Media Ideologies,”Journal of Linguistic Anthropology,Vol.2,No.20,2010,pp.389-405.
- (42)例如:Kobayashi,T.,“Bridging Social Capital in Online Communities:Heterogeneity and Social Tolerance of Online Game Players in Japan,”Human Communication Research,Vol.4,No.36,2010,pp.546-569.
- (43)刘德寰、及桐:《从传播中介到情感对象:个体与手机的情感联结与形成机制》,《湖南师范大学社会科学学报》2021年第2期,第37-41页。
- (44)Miller,D.,Tales from Facebook,Cambridge:Polity,2011,p.201.
- (45)Boczkowski,P.J.,Matassi,M.,Mitchelstein,E.,“How Young Users Deal with Multiple Platforms:The Role of Meaning-making in Social Media Repertoires,”Journal of Computer-Mediated Communication,Vol.5,No.23,2018,pp.245-259.
- (46)Boczkowski,P.J.,Matassi,M.,Mitchelstein,E.,“How Young Users Deal with Multiple Platforms:The Role of Meaning-making in Social Media Repertoires,”Journal of Computer-Mediated Communication,Vol.5,No.23,2018,pp.245-259.
- (47)Quinn,K.,“We Haven't Talked in 30 Years! Relationship Reconnection and Internet Use at Midlife,” Information,Communication & Society,Vol.3,No.16,2013,pp.397-420.
- (48)Morley,D.,Media,Modernity and Technology:The Geography of the New,London:Routledge,2007,p.200.