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首页> 外文期刊>Journal of Virtual Worlds Research >How to approach a many splendoured thing: Proxy Technology Assessment as a methodological praxis to study virtual experience
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How to approach a many splendoured thing: Proxy Technology Assessment as a methodological praxis to study virtual experience

机译:如何处理许多出色的事物:代理技术评估作为研究虚拟体验的方法学实践

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This article introduces Proxy Technology Assessment (PTA) as a methodological approach that can widen the scope of virtual world and game research. Studies of how people experience virtual worlds and games often focus on individual in-world or in-game experiences. However, people do not perceive these worlds and games in isolation. They are embedded within a social context that has strongly intertwined online and offline components. Studying virtual experiences while accounting for these interconnections calls for new methodological approaches. PTA answers this call. Combining several methods, PTA can be used to investigate how new technology may impact and settle within people's everyday life (Pierson et al., 2006). It involves introducing related devices or applications, available today, to users in their natural setting and studying the context-embedded practices they alter or evoke. This allows researchers to detect social and functional requirements to improve the design of new technologies. These requirements, like the practices under investigation, do not stop at the outlines of a magic circle (cf. Huizinga, 1955). We will start this article by contextualizing and defining PTA. Next, we will describe the practical implementation of PTA. Each step of the procedure will be illustrated with examples and supplemented with lessons learned from two interdisciplinary scientific projects, Hi-Masquerade and Teleon, concerned with how people perceive and use virtual worlds and games respectively.
机译:本文介绍了代理技术评估(PTA)作为一种方法方法,可以扩大虚拟世界和游戏研究的范围。人们如何体验虚拟世界和游戏的研究通常侧重于个人的游戏体验或游戏体验。但是,人们不会孤立地感知这些世界和游戏。它们被嵌入在紧密关联在线和离线组件的社交环境中。在考虑这些相互联系的同时研究虚拟经验需要新的方法论方法。 PTA接听此电话。结合几种方法,PTA可用于研究新技术如何影响和适应人们的日常生活(Pierson等,2006)。它涉及向自然环境中的用户介绍当今可用的相关设备或应用程序,并研究他们改变或唤起的上下文嵌入实践。这使研究人员能够发现社会和功能要求,以改进新技术的设计。这些要求,就像正在研究的实践一样,并不仅限于魔术圈的轮廓(参见Huizinga,1955年)。我们将从上下文化和定义PTA开始本文。接下来,我们将描述PTA的实际实施。该过程的每个步骤都将通过示例进行说明,并辅以从两个跨学科的科学项目Hi-Masquerade和Teleon获得的经验教训,这两个项目分别涉及人们如何感知和使用虚拟世界和游戏。

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