摘要
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。
The research is based on a case study about the fandom of"World of Warcraft",an online game which is one of the most popular game in China.It consists of an online ethnography,where online observation,in-depth interviews are applied.Firstly,the research outlines the status of the online game fans,and explores the psychological projection of the online game fans.Moreover,online game acts as a transitional object to the fandom of the psychological compensatioa In addition,the psychological research about social mobilization of the online games fandom is also the focus of this article.The study found that,the online game fandom not only have fans behavior in the process of games,but also has fandom consumption and reproduction,fans space construction,as well as some groups of online and offline activities.This research tries to analyze the games and game world as a dream of the"window"on the psychological point Online game fans project the ideal world in the game to get a better expectations,and project the unknown explore desire in the game to meet the thirst of curiosity.Furthermore,online game fans treat the game as their transitional object to obtain psychological compensation.However,this compensation also exists risktaking.Online game fandom shows strong social mobilization capacity in"69 Jihad".Their mobilization is quick and efficient,full of participant interaction and emotional investment,covert mobilization subject and related certainty,and other characteristics.In computer-mediated communication system,online game fandom still keeps the fans behavior.
出处
《中国网络传播研究》
2013年第1期39-59,共21页
China Computer-Mediated Communication Studies
基金
国家社科基金重大项目“网络游戏对青少年发展的影响与引导研究”(项目批准号:11&ZD178)的成果
关键词
网络游戏迷
投射
过渡性客体
心理补偿
社会动员
online game fans
projection
transitional object
psychological compensation
social mobilization