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人人皆知你的(屏幕)名:作为“第三场所”的在线游戏

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"

Journal of Computer-Mediated Communication · 2006
被引 24
ABS 3

中文导读

本文结合传播效果和社会文化视角,分析大型多人在线游戏(MMO)作为非正式社交“第三场所”的结构相似性及其社会资本功能,尤其适合形成桥接型社会资本。

Abstract

This article examines the form and function of massively multiplayer online games (MMOs) in terms of social engagement. Combining conclusions from media effects research informed by the communication effects literature with those from ethnographic research informed by a sociocultural perspective on cognition and learning, we present a shared theoretical framework for understanding (a) the extent to which such virtual worlds are structurally similar to “third places” (Oldenburg, 1999) for informal sociability, and (b) their potential function in terms of social capital (Coleman, 1988; Putnam, 2000). Our conclusion is that by providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new “third place” for informal sociability. Participation in such virtual “third places” appears particularly well suited to the formation of bridging social capital—social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews.

社会学社会心理学传播学人类学游戏研究