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离散的具身性与拟态的人际传播——基于任天堂《集合啦!动物森友会》粉丝群体的质化研究 被引量:3

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摘要 任天堂的《集合啦!动物森友会》是一款为沟通而生的游戏,它的设计初衷是鼓励社交,为个体融入正常社会生活提供训练,但是,游戏世界所提供的"零负反馈"机制让玩家深度沉浸于虚拟充实的幸福感之中,给玩家带来了离散的具身性体验,使玩家反而更不愿意融入现实世界。本文通过对《集合啦!动物森友会》的游戏玩家进行深度访谈,发现玩家在脱离游戏世界后对现实生活的态度更加消极,既不反抗,也不合作。这一发现验证了"技术中性论",说明新媒体技术平台本身并不邪恶,但是,它为个人构造出了一个过于美好的世界,在给个体提供愉悦感的同时,反而增加了用户对真实社会的厌恶感。通过新媒体技术加持下的游戏体验,现实社会逐渐出现"个体"与"社会"关联的缺失和社会网络的断裂,最终加速了人类社会的赛博格化转型。 The electric game Animal Crossing:New Horizons which was launched by Nintendo was created to promote inter-personal communication.Bearing the aim of training users to engage in social interaction,this game offered a perfect world within which users may experience zero negative feedback practice.Such user experience offered a dispersed embodied cognition which triggered game users tend to be more isolated in real world.This research conducted qualitative research by in-depth interviews to 19 game users.The researchers found that all game users tend to more isolated from the real world after game experience,with neither resistance nor co-operations happened to them.This research outcome confirmed the hypothesis of technology neutrality.The platform offered by new media and artificial intelligence created an overwhelming idealized world.Such idealized world generated psychological satisfaction as well as ontological aversion.Such kind of situation speeds up the trend of breakdown of social connection as well as triggering the transformation of Cyborg of pan human society.
作者 滕乐 雷珂馨
出处 《北京文化创意》 2021年第6期4-13,共10页 Beijing Culture Creativity
基金 中国政法大学2021年专业学位网络课程传播心理学在线课程项目(项目号:WLKC2113)阶段性成果
关键词 动物森友会 具身传播 人机共生 Animal Crossing embodied communication Human-Machine Symbiosis
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