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Productive play: Exploring participant motivations of a modding community surrounding a massively multiplayer online game.

机译:生产性游戏:探索围绕大型多人在线游戏的改装社区的参与者动机。

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摘要

The phenomenon of user-generated content and modification for video games, known as modding, is increasingly common, but why individuals are motivated to engage in significant work for no pay is still poorly understood. Drawing upon the Communities of Practice theories proposed by Jean Lave and Ettienne Wenger, this paper explored the similarities and differences between a community of addon software developers for Blizzard Entertainment's popular Massively Multiplayer Online Game, World of Warcraft, and other Free/Open Source Software communities. Through a series of ethnographic interviews, and an online survey of addon developers, research found the addon development community describes itself primarily as devoted game players rather than software developers, motivated primarily by a desire to fill personal in-game needs, and only later, by the more unclear rewards of contributing to the Community of Practice surrounding addon development.;Similarly, though addon developers have a strong affinity with many practices and attitudes toward intellectual property espoused by F/OSS communities, they have ultimately coalesced around shared practices which encourage and honor individual ownership of intellectual property, rather than more "free" distribution models. Considering these findings, a new understanding emerges for a specific type of Community of Practice, termed a Community of Passion, that allows future research to more clearly identify and describe a playful and passionate approach to productive activity increasingly seen not only in online gaming communities, but also in other settings such as the emergent Maker communities where creativity and democratized production are valued.
机译:用户生成的内容和对视频游戏进行修改的现象(称为“ modding”)越来越普遍,但是,人们为何对个人无偿地从事重要工作的动机仍知之甚少。借鉴让·拉夫(Jean Lave)和埃蒂安·温格(Ettienne Wenger)提出的实践社区理论,本文探讨了暴雪娱乐流行的大规模多人在线游戏,魔兽世界和其他免费/开源软件社区的附加软件开发人员社区之间的异同。 。通过一系列的人种学访谈以及对插件开发人员的在线调查,研究发现,插件开发社区主要将自己描述为忠实的游戏玩家,而不是软件开发人员,主要是出于满足个人游戏需求的动机,直到后来,类似地,尽管插件开发人员与F / OSS社区拥护的许多实践和对知识产权的态度有着很强的亲和力,但他们最终还是围绕着鼓励共享的实践结成联盟。并尊重个人对知识产权的所有权,而不是更多的“免费”分销模式。考虑到这些发现,人们对一种特定类型的实践社区(即热情社区)有了新的理解,这使得未来的研究可以更清晰地识别和描述一种有趣且充满激情的生产活动方式,这种方式不仅在在线游戏社区中越来越多地出现,但在其他环境中,例如新兴的Maker社区,重视创造力和民主化生产。

著录项

  • 作者

    Ellis, Eric.;

  • 作者单位

    Pepperdine University.;

  • 授予单位 Pepperdine University.;
  • 学科 Social research.;Information Technology.
  • 学位 Ed.D.
  • 年度 2014
  • 页码 159 p.
  • 总页数 159
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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