Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatars-not as a monolithic phenomenon (as they are usually framed) but as sociotechnical assemblages, pieced together from social (human-like) features like voice and gesture to technical (machine-like) features like graphics and glitches
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In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 19, Heft 3, S. 419-438
Contemporary culture finds human experience spread across various digital and physical spaces. Although many scholars embrace derivative perspectives of a distributed self—dramaturgical, multiphrenic, networked—these notions are seldom engaged as empirically testable theories. This article proposes a theoretical model to foster such empirical examination, in which the "self" is not engaged as a node in broader social networks, but taken as a network itself. That is, the self is reframed as a subjectively experienced network of identities that are, themselves, complex assemblages of many different kinds of objects. In this way, the binaries of me/not-me, human/nonhuman, material/immaterial, and digital/physical are unraveled in favor of more precisely identified interrelated agents giving rise to the Self across digital and physical contexts.
Despite rapid advancements in robotics, most people still only come into contact with robots via mass media. Consequently, robot-related attitudes are often discussed as the result of habituation and cultivation processes, as they unfold during repeated media exposure. In this paper, we introduce parasocial contact theory to this line of research— arguing that it better acknowledges interpersonal and intergroup dynamics found in modern human–robot interactions. Moreover, conceptualizing mediated robot encounters as parasocial contact integrates both qualitative and quantitative aspects into one comprehensive approach. A multi-method experiment offers empirical support for our arguments: Although many elements of participants' beliefs and attitudes persisted through media exposures, valenced parasocial contact resulted in small but meaningful changes to mental models and desired social distance for humanoid robots.
In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 18, Heft 7, S. 1257-1276
As principal links between players and many gameworlds, avatars are of central importance in understanding human behavior and communication in play. In particular, the connection between player and avatar is understood as influencing a range of cognitive, affective, and behavioral play phenomena. Divergent approaches examine this connection from both parasocial (one-way, non-dialectical) and social (two-way, dialectical) perspectives. This study examined how player–avatar connections may be better understood by integrating an existing parasocial approach (character attachment [CA]) with a social approach (player–avatar relationships [PARs]). A quantitative linguistic analysis of massively multiplayer online game (MMO) player interviews revealed statistically robust associations among language patterns, dimensions of CA, and PAR types. Validating and extending prior research, findings highlight the importance of self-differentiation and anthropomorphization in suspending disbelief so that the avatar may be taken as a fully social agent.
People often engage human-interaction schemas in human-robot interactions, so notions of prototypicality are useful in examining how interactions' formal features shape perceptions of social robots. We argue for a typology of three higher-order interaction forms (social, task, play) comprising identifiable-but-variable patterns in agents, content, structures, outcomes, context, norms. From that ground, we examined whether participants' judgments about a social robot (mind, morality, and trust perceptions) differed across prototypical interactions. Findings indicate interaction forms somewhat influence trust but not mind or morality evaluations. However, how participants perceived interactions (independent of form) were more impactful. In particular, perceived task interactions fostered functional trust, while perceived play interactions fostered moral trust and attitude shift over time. Hence, prototypicality in interactions should not consider formal properties alone but must also consider how people perceive interactions according to prototypical frames.
In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 17, Heft 1, S. 41-61
Although considerable research has identified patterns in online communication and interaction related to a range of individual characteristics, analyses of age have been limited, especially those that compare age groups. Research that does examine online communication by age largely focuses on linguistic elements. However, social identity approaches to group communication emphasize the importance of non-linguistic factors such as appearance and non-verbal behaviors. These factors are especially important to explore in online settings where traditional physical markers of age are largely unseen. To examine ways that users communicate age identity through both visual and textual means, we use multiple linear regression and qualitative methods to explore the behavior of 201 players of a custom game in the virtual world Second Life. Analyses of chat, avatar movement, and appearance suggest that although residents primarily used youthful-looking avatars, age differences emerged more strongly in visual factors than in language use.
RATIONALE: Mental and behavioral health recovery includes concepts related not just to symptom improvement, but also to participating in activities that contribute to wellness and a meaningful life. Video game play can relieve stress and provide a way to connect, which may be especially important for military veterans. OBJECTIVE: We examined how military veterans used video game play to further their mental and behavioral health recovery by conducting an exploratory thematic analysis of the gaming habits of 20 United States military veterans who were in treatment for mental or behavioral health problems. METHOD: We conducted semi-structured interviews in 2016 and used a framework analytic approach to determine salient themes linking video gaming to mental and behavioral health recovery. RESULTS: Veteran participants reported that video games helped not only with managing moods and stress, but also with three areas related to other aspects of recovery: adaptive coping (e.g. distraction, control, symptom substitution); eudaimonic well-being (confidence, insight, role functioning); and socializing (participation, support, brotherhood). Meaning derived from game narratives and characters, exciting or calming gameplay, and opportunities to connect, talk, and lead others were credited as benefits of gaming. Responses often related closely to military or veteran experiences. At times, excessive use of games led to life problems or feeling addicted, but some veterans with disabilities felt the advantages of extreme play outweighed these problems. CONCLUSION: Video games seem to provide some veterans with a potent form of "personal medicine" that can promote recovery. Although reasons and results of gaming may vary within and among individuals, clinicians may wish to discuss video game play with their patients to help patients optimize their use of games to support recovery.