实现
沉浸式(数学)
虚拟化
虚拟世界
消费(社会学)
多媒体
虚拟现实
民族志
用户体验设计
计算机科学
人机交互
心理学
社会学
云计算
操作系统
纯数学
物理
量子力学
社会科学
数学
人类学
作者
Amira Trabelsi-Zoghlami,Mourad Touzani,Molka Abbes,Ahmed Anis Charfi
标识
DOI:10.1177/20515707221119102
摘要
Massively multiplayer online role-playing games (MMORPGs) attract consumers looking for fun, experiences, and challenges. This research adopts an integrative perspective to focus on the gaming experience and its major components. This research studies how gaming affects real life and how real life affects virtual experience. We use in-depth interviews, a netnographic study, and a three-year ethnographic immersion. The results provide an overview of gamers’ consumption experience, its major components, and their links. MMORPGs appear to be a complex experience where virtual and real-life continuously interrelate. Gaming as a virtual experience affects gamers’ real lives (virtual realisation), and gamers’ real lives affect how they experience the game (real-world virtualisation). A significant contribution of our study is to show that gaming is not a process with clear, separated chronological steps. Gaming is an experience where boundaries between virtual and real-life are not delimited and where the virtual and real-life are far from disjointed experiences.
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