Social dimensions of expertise in World of Warcraft players

Social dimensions of expertise in World of Warcraft players
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魔兽世界玩家专业知识的社会维度

DOI:
10.3983/twc.2009.072
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发表时间:
2009
影响因子:
--
通讯作者:
Mark Chen
Mark Chen
中科院分区:
--
文献类型:
--
作者:
Mark Chen

文献摘要

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在大型多人在线游戏魔兽世界(暴雪娱乐,2004年)中,专业技能的发展在很大程度上取决于玩家对社交技能的使用,以获得专家玩家群体的访问权,并积累社会和文化资本。从民族志研究中得出,本文绘制了各种形式的专家实践,并强调了游戏的社会方面,往往掩盖了游戏力学知识的重要性。在这项研究的时候,玩魔兽世界和发展游戏中的专业知识大致发生在两个阶段的过程中:(1)升级,或者在学习游戏机制的同时提升角色或化身,(2)利用在第一阶段获得的社会资本加入一个最多40名玩家的团队,参与高端或最终游戏内容。
Expertise development in the massively multiplayer online game World of Warcraft (Blizzard Entertainment, 2004) depends greatly on a player's use of social skills to gain access to expert player groups and accrue social and cultural capital. Drawn from ethnographic research, this paper maps out various forms of expert practice and highlights the social aspects of game play that often eclipse the importance of game-mechanics knowledge. At the time of this research, playing World of Warcraft and developing expertise in the game happened roughly within a two-stage process: (1) leveling up, or advancing one's character or avatar while learning the mechanics of the game, and (2) drawing on social capital gained during the first stage to join a group of up to 40 players to partake in high-end or endgame content.