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本文选取网络游戏《魔兽世界》的迷群体为个案,采用网络民族志的方式对这一群体进行研究和分析。研究发现,网络游戏迷群体不仅仅在游戏活动过程中有迷行为,还进行了消费与再生产、迷空间的建构,以及一些群体性的线上线下活动等。网游迷将游戏以及游戏世界当成了“窗户”内的美梦,将理想世界投射在游戏中以获得美好的期望,将未知探索欲投射在游戏中以满足好奇心的渴求。他们还将网游视作过渡性客体来获得心理补偿,补偿同时存在一定的冒险性,极端时容易游走在病态与狂热边缘。网络游戏迷群体在“六九圣战”中展现了强大的社会动员能力,呈现出迅速与高效、参与者互动与情感投入多、动员主体隐秘与相对确定、动员对象集中与不确定扩散、动员活动受时空限制少、动员主题易偏题与极端等特征。在以计算机为中介的传播系统下,网络游戏迷的民族政治、跟从的乌合之众心理以及群体狂欢的愉悦感等社会心理也推动了网络游戏迷这一特殊群体在进行社会动员时的强大力量。
This article selects the fan group of “World of Warcraft” as an individual case and uses network ethnography to study and analyze this group. The study found that the online game fan community not only act as fans during the game activity, but also consume and reproduce, construct the fan space and some groups’ online and offline activities. Online games fans as well as the game world as a “window ” in the dream, the ideal world cast in the game to get good expectations, the unknown to explore in the game to meet the curiosity of the desire. They also take online games as a transitional object to obtain psychological compensation, compensation for the existence of a certain risk at the same time, the extreme is easy to walk in the morbid and fanatical edge. The group of online game fans showed strong social mobilization ability in “Jun Ji” and showed rapid and high efficiency, with more participants’ interaction and affection, more secretive and relative determination of mobilization subjects, concentrated mobilization and uncertainty diffusion, Mobilization less constrained by time and space, mobilizing the theme easy to deviate and extreme features. Under the computer-mediated communication system, social psychology such as the national politics of the online game fans, the follow-up of the black-out psychology and the pleasure of the group carnival also promote the powerful force of this special group of online game fans in social mobilization.