The relationship between sociology and game production.

xiaoxiao2021-03-06  62

Recall that when I play a variety of online games, I went to the game, nothing, I looked at a pile of people wearing a golden shiny beautiful equipment to run, see someone who is not stopping the screen called to buy Take various ads, there is a kind of feeling that is very different from the real society, and I feel that I am a novice in this virtual society. Although the game is equipped with a function, these are almost extra, at the beginning, always alone, the monster of the lonely, this time may have two people, one is and You are the same new hand, and the other is the person who practice the trumpet. (This phenomenon will be very interesting in this way, will discuss in detail later.) Novice life is depressed, often bullied by a monster, or you are looking for a little more than yourself (actually waiting for yourself. When you come into contact with the game is more than yours, you will look down on others). There is a data prove that players in this period are most likely to exit games.

In addition, some players, good luck, touched some more about the game, and will not look down on his players, then get material (equipment, money) and culture (primary social circles) Some help, slowly start with your own social relationship. At this time, players will work hard to practice, because there is a social circle (Social Group & Organization), will be aware of the strong, the easiest and effective way to become aware of this social circle, the simplest and effective way, is practicing level. But from the perspective of Feminist, for male players, it is generally better to become a strong person in a social circle. It is necessary to get rid of the threat of other competitors, which is a male natural feature. For female players, they will generally don't like this fierce direct competition, and they will choose some indirect competition, such as the pursuit of equipment, good equipment, because this pursuit does not affect other social circles. people.

Slowly get more and more games, more and more people know, basically getting from this category of novices, and then really start to experience the various activities provided by the game itself, even if the game is designed Activities, you often call friends to see you. In short, from now on, your one fails belongs to Social Interaction, as if it is a "walk" in real life, it is defined as Social Interaction, because this behavior is caused by the influence of society. And you will keep and improve your social status, in a general game, things used to measure social status are generally level, and in some games, levels are not necessarily the most Mainly measuring something in social status. I don't know anything else, saying that I have played, "Knight Online" game, although the current state is not ideal, but the formation of virtual society is a relatively healthy society. In this game, it is used to measure your social status. It is a thing called the country's contribution. In fact, the number of kills of PK and a proportion value of the number killed. Because for things that are better to measure, you must have accessible, your level is high, you can't show it on the outside, or if you don't know, you will basically have no meaning. Tell the "Legend", there is also a very good design, that is, everyone can see each other level and equipment, so that level and equipment have become the main factor in the social status, because everyone can Very convenient to understand this parameter. Also in the real society, in the social group of schools, everyone has GPA. Every class has Top Student, and the results have become the most accessible parameters. When you become an old player, go back and see those newcomers just getting up with the game, they just don't understand what I have, I don't understand anything (here, the concept, the definition of Power is the level of social resources), For the game, the social group in the game does not understand anything. Then you will happen to help them, just like someone to help yourself. Just like in the real society, see the roadside, occasionally help, but I will think so much, how can a person help? In fact, this problem is in the sociology: here you want to make a noun: Altruism. The more the higher the level of social classes, the more frequently occurring this phenomenon. If a game is in a social hierarchy, the less the game's help newcomers, no matter how you use other mechanisms to motivate players to help newers, just have some online games, take rewards to help newers The person's policy, if the game is in the top level of the society, it is still no effect. Because this help is based on a purpose, the purpose is not to help newbies, but to get rewards, not only have no good results, but also cause the player to use this system's vulnerability, cheating. Consequences. To make everyone like to help newers, let the game are more users in the high-level users in the Society, which naturally has a lot of Altruism. Also in the real society, there are data indicating that more developed countries, people developed society prefer to help others.

Here is some facts about Bureaucracy and Government in online games, Max Weber said that bureaucratic systems are divided into ideal and reality. In the ideal case, bureaucratic systems can be absolutely fair, and actually often Because of the different factors such as individual personality, it often causes bad or even negative impacts. This is particularly prominent in domestic online game operations. In fact, this problem is also inevitable in reality, the only better handling method, is to believe the eyes of the masses, but provide various voting and electoral mechanisms. And encourage players to vote and elections for some events or changes. Next is Deviance and Discrimination, although these two phenomena don't want to talk, it is indeed a more severe problem in online games or in real society. In online games, the most serious problems caused by both will lead to some players to leave this game (society). Just turned over the book, found a strain theory, the main meaning is that the player will feel strain when he knows that he will definitely not reach a target, so that playing games have been playing for half a year, finding their natural properties No choice, then you can't change the day, causing yourself less than others. This seems that every online game is not bad (washing points?). The other is called "opportunity theory", which is very simple. In fact, when you find that you can get anything you can't get in a legitimate way to get legal channels, you will be guilty. This most typical example in online games is hackers, scammers, and theft. There is also the last theory, which is called "Control THEORY). This is the most obvious in online game is the reason why the people who are neutralized. The reason for their behavior is because they can't be The general social institution is accepting, as a player, playing for 2 or 3 months, it is more familiar with the game, but because everyone is not willing to care about him, he will cause his Deviance. Propensity. Of course, this kind of person is absolutely not in a small number, why do others not violate the rules? Because some people find some places that can be accommodated and can provide them with some sense of accomplishment. That's why the national government has not might oppose the cause of online games, and there is a clear data certificate. Since many people get in touch with the online game, there is a lot of social security. Similarly, in online games, this place is also required, or those who violate the law will only be more and more.

Talk about the phenomenon of the training quaum mentioned earlier. There are two kinds of people who practice the trumpet, one is because the game is designed is unreasonable, resulting in a high level, or after the later, the difficulty of obtaining the game resources will be more troublesome than just start. So there will be a batch of players to use this vulnerability to get the resource. Another kind of person is to completely want to create a new self and play different roles in the game. My semester papers is about interconnecting networks and sociology, so much better understanding this information. Its main reason is because of the big to the entire interconnect network, small to a online game, one of the most attractive places, is a very casually modify its Social Identity. You can create a person you imagine with your own will, and you can reap themselves at any time. The second kind of person who practice the small number is not satisfied with the extent to which you are in the current virtual society, in turn want to create a new role from the new role.

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