Sökning: onr:"swepub:oai:gup.ub.gu.se/73680" >
Avatars and interac...
Avatars and interaction in gaming: Dysfunctional interaction or a practice of players
-
- Bennerstedt, Ulrika, 1979 (författare)
- Gothenburg University,Göteborgs universitet,Linnécentret for forskning om lärande (LinCS),Institutionen för pedagogik och didaktik, enheten för Lärande och undervisning,The Linnaeus Centre for Research on Learning, Interaction, and Mediated Communication in Contemporary Society (LinCS),Department of Education, Learning and Teaching Unit
-
(creator_code:org_t)
- 2007
- 2007
- Engelska.
-
Ingår i: Game in' Action, June, 2007, Gothenburg, Sweden.
- Relaterad länk:
-
https://gup.ub.gu.se...
Abstract
Ämnesord
Stäng
- In Massively Multiplayer Online Role Playing Games (MMORPG) you act and react on other players avatars in ways that resembles face-to-face interaction. At the same time, the avatar-interaction is restricted in the technological-embedded environment. Research indicates problems concerning interaction inside these worlds, namely whether the systems resemble ordinary human face-to-face interaction in an adequate way. The assumed insufficient avatar-mediating interaction apparatus is in this paper used as a thinking tool. As a point of departure MMORPG’s is seen as having a history of social life, one that has created specific domains and discursive practices. Examples of avatar in-game text chat from initial research on a Role-Playing (RP) server in World of Warcraft (WoW) are used to illustrate such domain. This indicates that the textual interaction system built-in has done language expressions utterly crucial to be able to interact with other avatars and to know how to act in a competent way to others utterances. In relation with face-to-face interaction, avatar-toavatar interaction in a RP server is done with the heritage of RP which demands competence of framing the interaction activity such as both in-game issues and RP could coexistence to let the other person now what you are doing here and now, a so called metaframing activity. Thus, the avatar interaction is not foremost seen as an insufficient environment for interaction, but instead as a domain in itself.
Ämnesord
- SAMHÄLLSVETENSKAP -- Medie- och kommunikationsvetenskap -- Kommunikationsvetenskap (hsv//swe)
- SOCIAL SCIENCES -- Media and Communications -- Communication Studies (hsv//eng)
- SAMHÄLLSVETENSKAP -- Medie- och kommunikationsvetenskap (hsv//swe)
- SOCIAL SCIENCES -- Media and Communications (hsv//eng)
- SAMHÄLLSVETENSKAP -- Utbildningsvetenskap -- Pedagogik (hsv//swe)
- SOCIAL SCIENCES -- Educational Sciences -- Pedagogy (hsv//eng)
- NATURVETENSKAP -- Data- och informationsvetenskap -- Systemvetenskap, informationssystem och informatik (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences -- Information Systems (hsv//eng)
Nyckelord
- Avatar-Mediated Interaction
- Discursive practice
- Role-play
- Gaming
- MMORPG
Publikations- och innehållstyp
- vet (ämneskategori)
- kon (ämneskategori)