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Research On Online Game Players From The Perspective Of Bourdieu's Social Practice Theory

Posted on:2021-03-23Degree:MasterType:Thesis
Country:ChinaCandidate:N Y YanFull Text:PDF
GTID:2427330611961014Subject:Sociology
Abstract/Summary:PDF Full Text Request
As a commodity in the information age,online games are essentially an emotional experience that game companies sell to players.For most gamers,the purpose of consumption in the game is to obtain some positive emotional experience from this product provided by the game company.Players consume virtual "props" to enable them to obtain more services from the game company,thereby enhancing the acquisition of these positive emotional experiences.From this perspective,the game company does nothing different from the service industry.But there is a kind of "artwork" in online games.It does not enable players to obtain services from game companies.His value is social.Starting from the question of "Why do players agree with the value of'artwork' in the game?",this article attempts to explore the game in terms of "practice" at the individual level and "rules" at the structural level through Bourdieu's theory of social practice.Player's practical behavior.The theoretical root of this research comes from the brief formula of analytical practice put forward by Bourdieu in the book "Segmentation" : [(habit)(capital)] + field = practice.Through in-depth interviews,participation observations,and literature studies of a certain MMORPG game player,the qualitative research method is used to understand and analyze the player's practical behavior in the game field.Specifically,this article is mainly divided into three parts: The first part is the introduction,which mainly introduces the origin of the study,literature review,theoretical review,analytical framework,research methods and research significance of this article.This part mainly presents the theoretical basis of this article and the analytical framework reexplained from the existing literature.The second part is the main body,divided into three chapters.The second chapter introduces the case from the four aspects of game overview,gameplay,daily activities in the game,and the surrounding culture of the game;Chapter 3 starts from the individual level,by analyzing the sense of practice in the game field and player habits The pursuit of capital to explain the player's practical behavior in the field;Chapter 4 starts from the group level and analyzes the logic of the field rule formation through the case of the player group influencing the field rule;the third part is the conclusion part,which summarizes The main research results and deficiencies of this article.This article first provides a new theoretical perspective for the research on the behavior of online game players.With the help of Bourdieu's social practice theory,it can be found that the player and the game field are a relationship and mutual influence.Various capitals and judgments on their value are in conflict with each other.Many capitals lose value when they leave the group,so it can be said that all types of capital in the game are social;secondly,this paper builds on the empirical research on the practical behavior of online game players.A qualitative research and analysis framework based on Bourdieu ' s social practice theory is presented.For users of Bourdieu theory,this analysis framework is also instructive in other empirical studies.
Keywords/Search Tags:habit, field, online game player, social practice theory
PDF Full Text Request
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