基于位置的游戏玩家中的群体极化:游戏俚语使用与态度的分析

Group polarisation among location-based game players: an analysis of use and attitudes towards game slang

Internet Research · 2021
被引 17
ABS 3

中文导读

研究了《宝可梦GO》中静态团队设计如何通过游戏俚语(如芬兰语“jym”)的使用和态度差异,加剧玩家群体极化,对游戏设计师和社会心理学家有参考价值。

Abstract

Purpose This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of social identity in the context of team-based location-based games, with a focus on game slang. Design/methodology/approach The authors performed an exploratory data analysis on an original dataset of n = 242,852 messages from five communication channels to find differences in game slang adoption between three teams in the location-based augmented reality game Pokémon GO. A divisive word “jym” (i.e. a Finnish slang derivative of the word “gym”) was discovered, and players' attitudes towards the word were further probed with a survey ( n = 185). Finally, selected participants ( n = 25) were interviewed in person to discover any underlying reasons for the observed polarised attitudes. Findings The players' teams were correlated with attitudes towards “jym”. Face-to-face interviews revealed association of the word to a particular player subgroup and it being used with improper grammar as reasons for the observed negative attitudes. Conflict over (virtual) territorial resources reinforced the polarisation. Practical implications Game design with static teams and inter-team conflict influences players' social and linguistic identity, which subsequently may result in divisive stratification among otherwise cooperative or friendly player-base. Originality/value The presented multi-method study connecting linguistic and social stratification is a novel approach to gaining insight on human social interactions, polarisation and group behaviour in the context of location-based games.

游戏设计社会心理学社会认同理论语言与社会群体行为