4.7 Article

Bridging the online/offline divide: The example of digital gaming

期刊

COMPUTERS IN HUMAN BEHAVIOR
卷 53, 期 -, 页码 527-535

出版社

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2014.06.018

关键词

Sociability; Homophily; Cooperation; Competition; Norms; Virtual

向作者/读者索取更多资源

Studies of virtual worlds are often based on the dichotomous 'real world'/'virtual world', yet research has indicated that this division is far from unproblematic. The aim of this study is to examine empirically the link between online/offline using the example of social online gaming. The data consist of individual and group interviews with 33 adult garners. The results explore three themes sociability and design; group membership; norms and rules and show how on-and offline are inexorably linked through the social organizational demands of Internet gaming. Individuals ground online group membership in offline relations and shared characteristics, aiming to maximize game-play gains and support sociability. Gaming with 'people like us' facilitates creation of norms and expectations, which aids in producing stable social groups. Thus the boundary between online and offline becomes contingent on links between people. The study shows how important offline connections are for online interaction. (C) 2015 Elsevier Ltd. All rights reserved.

作者

我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。

评论

主要评分

4.7
评分不足

次要评分

新颖性
-
重要性
-
科学严谨性
-
评价这篇论文

推荐

暂无数据
暂无数据