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      The Information Worlds of Online Role-Players

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      https://www.riss.kr/link?id=A106959859

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      국문 초록 (Abstract)

      전세계 수백만 명의 이용자가 대규모 멀티 플레이어 온라인 롤 플레잉 게임(MMORPG: Massive Multiplayer Online Role-Playing Games)을 즐긴다. MMORPG 내에서 롤 플레이어(역할 참여자)는 다양한 정보사용과 ...

      전세계 수백만 명의 이용자가 대규모 멀티 플레이어 온라인 롤 플레잉 게임(MMORPG: Massive Multiplayer Online Role-Playing Games)을 즐긴다. MMORPG 내에서 롤 플레이어(역할 참여자)는 다양한 정보사용과 정보행동에 가담하면서 게임을 탐색하고, 미스터리를 해결하거나, 게임 속 아이템을 만들거나, 괴물이나 보스와의 전투에 참여하며 다른 플레이어와 경쟁하거나 협력한다. 또한, 롤 플레이어는 자신의 캐릭터 정체성을 개발하고 다른 롤 플레이어와 함께 대화형 스토리텔링에 참여한다. 이 연구는 정보세계이론을 통해 롤 플레이어의 사회적 정보 행동을 탐구하고 기술하기 위해, 광범위한 참여자 관찰 데이터, 반구조화 면담 데이터, 위키페이지나 토론게시판의 글과 같은 참여자의 커뮤니티 활동을 보여주는 사회적 데이터를 결합한 민족지학적 접근법을 사용했다. 과학 판타지를 주제로 한 MMORPG인 와일드스타(WildStar)의 롤플레잉 커뮤니티에서 두드러지는 사회적 역할 유형은 게임 속에서 허용되는 캐릭터, 이야기, 캐릭터의 행동 등을 지시하는 사회적 규범과 정보가치와 밀접하게 연관되고 차별화되는 동시에, 그 안에서 게임 속 캐릭터로서와 게임 밖 이용자로서의 정보세계 사이의 경계를 위반하지 않고 롤플레잉을 지속하는 방법들과 관련이 깊었다. 롤 플레이어는 특정한 정보 행동에 가담하며 게임 속 캐릭터와 게임 밖 이용자의 정보세계를 분리해서 유지함으로써, 롤 플레잉 게임을 더욱 참여적이고 몰입적으로 만들었다. 정보세계이론을 활용한 분석의 의미와 롤 플레잉 및 MMORPG을 적용한 디지털 리터러시 교육에 대한 가능성도 논의된다.

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      다국어 초록 (Multilingual Abstract)

      Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all wh...

      Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

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      참고문헌 (Reference)

      1 이지수, "한국의 트위터 오피니언 리더들의 정치적 정보행동에 관한 연구- 정보세계이론을 중심으로 -" 한국문헌정보학회 53 (53): 83-108, 2019

      2 Worrall, Adam, "“Connections Above and Beyond”: Information, Translation, and Community Boundaries in LibraryThing and Goodreads" 70 : 742-753, 2019

      3 Cifaldi, Frank, "World of Warcraft Subscriptions Continue to Decline, Though More Slowly"

      4 McWhertor, Michael, "WildStar will shut down in November"

      5 Carbine Studios, "WildStar [Computer game]"

      6 Sarkar, Samit, "WildStar Launches June 3 in Two Editions, Pre-orders Begin March 19"

      7 Adams, Suellen S, "What Games Have to Offer: Information Behavior and Meaning-Making in Virtual Play Spaces" 57 (57): 676-693, 2009

      8 Martin, Crystle, "Voyage Across a Constellation of Information: Information Literacy in Interest-Driven Learning Communities" Peter Lang 2014

      9 Afrić, Winton, "Visual Identity as a Form of Communication in MMORPG" Department of Information Science, Faculty of Philosophy 2007

      10 Hine, Christine, "Virtual Ethnography" SAGE 2000

      1 이지수, "한국의 트위터 오피니언 리더들의 정치적 정보행동에 관한 연구- 정보세계이론을 중심으로 -" 한국문헌정보학회 53 (53): 83-108, 2019

      2 Worrall, Adam, "“Connections Above and Beyond”: Information, Translation, and Community Boundaries in LibraryThing and Goodreads" 70 : 742-753, 2019

      3 Cifaldi, Frank, "World of Warcraft Subscriptions Continue to Decline, Though More Slowly"

      4 McWhertor, Michael, "WildStar will shut down in November"

      5 Carbine Studios, "WildStar [Computer game]"

      6 Sarkar, Samit, "WildStar Launches June 3 in Two Editions, Pre-orders Begin March 19"

      7 Adams, Suellen S, "What Games Have to Offer: Information Behavior and Meaning-Making in Virtual Play Spaces" 57 (57): 676-693, 2009

      8 Martin, Crystle, "Voyage Across a Constellation of Information: Information Literacy in Interest-Driven Learning Communities" Peter Lang 2014

      9 Afrić, Winton, "Visual Identity as a Form of Communication in MMORPG" Department of Information Science, Faculty of Philosophy 2007

      10 Hine, Christine, "Virtual Ethnography" SAGE 2000

      11 Yu, Liangzhi, "Towards a Reconceptualization of the ‘Information Worlds of Individuals" 44 (44): 3-18, 2012

      12 Hsieh, Hsiu-Fang, "Three Approaches to Qualitative Content Analysis" 15 (15): 1277-1288, 2005

      13 Savolainen, Reijo, "Theories of Information Behavior" Information Today, Inc. 143-148, 2005

      14 Pettigrew, Karen E., "The Use of Theory in Information Science" 52 (52): 62-73, 2001

      15 Granovetter, Mark S, "The Strength of Weak Ties: A Network Theory Revisited" 1 : 201-233, 1983

      16 Kwan, Allen, "The Red Thread of Intangible Information: The Information Experience of Video Game Players" 3 (3): 1-7, 2018

      17 Neal, Chris, "The Pieces Needed to Build a WildStar Emulator Have Been Posted Online"

      18 Geertz, Clifford, "The Interpretation of Cultures: Selected Essays" Basic Books 1973

      19 Gross, Melissa, "The Imposed Query" 35 (35): 236-243, 1995

      20 Adams, Suellen S, "The Case for Video Games in Libraries" 58 (58): 196-202, 2009

      21 Lenhart, Amanda, "Teens, Video Games and Civics" Pew Research Center: Internet & Technology

      22 Grassian, Esther, "Stumbling, Bumbling, Teleporting and Flying… Librarian Avatars in Second Life" 35 (35): 84-89, 2007

      23 Burnett, G., "Small Worlds: Normative Behavior in Virtual Communities and Feminist Bookselling" 52 (52): 536-547, 2001

      24 Burnett, Gary, "Small Worlds, Lifeworlds, and Information: The Ramifications of the Information Behaviour of Social Groups in Public Policy and the Public Sphere" 13 (13): 2008

      25 Storie, Dale, "Serious Research?: Exploring the Information Behaviour of Avid Players of a Massively Multiplayer Online Game" University of Alberta, School of Library and Information Studies 2008

      26 Harviainen, J. Tuomas, "Seek, Share, or Withhold: Information Trading in MMORPGs" 71 (71): 1119-1134, 2015

      27 Thomas, Nancy P., "Qualitative Research in LIS: Redux: A Response to a [Re]turn to Positivistic Ethnography" 68 (68): 108-113, 1998

      28 Kazmer, Michelle M., "Qualitative Interviewing in Internet Studies: Playing with the Media, Playing with the Method" 11 (11): 257-278, 2008

      29 Mon, Lorri, "Professional Avatars: Librarians and Educators in Virtual Worlds" 68 (68): 318-329, 2012

      30 Karlova, Natascha, "Playing with Information: Information Work in Online Gaming Environments" ACM 441-443, 2012

      31 Gary Burnett, "Personal Health Record interfaces: A hermeneutic analysis" University of Illinois Libraries 18 (18): 2013

      32 Meredith, Alex, "Online Gaming: A Scoping Study of Massively Multi-Player Online Role Playing Games" 9 : 3-26, 2009

      33 Harviainen, J. Tuomas, "Multiplayer Online Role-Playing as Information Retrieval and System Use: An Ethnographic Study" 74 (74): 624-640, 2018

      34 Nardi, Bonnie, "Mixed Realities: Information Spaces Then and Now" 13 (13): 2008

      35 Steinkuehler, Constance, "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices" 4 (4): 297-318, 2007

      36 Gillen, Julia, "Literacy Practices in Schome Park: A Virtual Literacy Ethnography" 32 (32): 57-74, 2009

      37 Whippey, Caroline, "It's Not All About the Words: Non-Textual Information in World of Warcraft" 48 : 1-4, 2011

      38 Schutt, Russell K, "Investigating the Social World: The Process and Practice of Research" Sage Publications 2009

      39 Ratliff, Jacob A., "Integrating Video Game Research and Practice in Library and Information Science" IGI Global 2015

      40 Burnett, Gary, "Inscription and Interpretation of Text: A Cultural Hermeneutic Examination of Virtual Community" 9 (9): 2003

      41 Harviainen, J. Tuomas, "Information as Capability for Action and Capital in Synthetic Worlds" 2014

      42 Jaeger, Paul. T., "Information Worlds: Social Context, Technology, and Information Behavior in the Age of the Internet" Routledge 2010

      43 Burnett, Gary, "Information Worlds and Interpretive Practices: Toward an Integration of Domains" 3 (3): 6-16, 2015

      44 Monahan, Kelli, "Information Seeking in World of Warcraft" University of North Carolina at Chapel Hill, School of Information and Library Science 2009

      45 Burnett, Kathleen, "Information Domains, Information Ethics" 24 (24): 2019

      46 Wilson, Thomas D, "Human Information Behavior" 3 (3): 49-56, 2000

      47 Hulsey, Nathan, "Hey Guys? There’s Been a Change in the Raid:’ Information use and social change in World of Warcraft" The University of Alabama 2009

      48 Gee, James P, "Games, Learning, and 21st Century Survival Skills" 2 (2): 3-9, 2009

      49 Hollister, Jonathan M., "From Text to Epitext: Expanding Students' Comprehension, Engagement, and Media Literacy" ABC-CLIO

      50 Knoblauch, Hubert, "Focused Ethnography" 6 (6): 1-14, 2005

      51 Nicholson, S., "Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages" Information Today 2010

      52 Boellstorff, Tom, "Ethnography and Virtual Worlds: A Handbook of Method" Princeton University Press 2012

      53 Habermas, Jürgen, "Critical Social Theory: Culture, Theory and the Challenge of Difference" Blackwell 421-462, 1992

      54 Jaeger, Paul, "Connecting Government, Libraries and Communities: Information Behavior Theory and Information Intermediaries in the Design of LibEGov.org" 19 (19): 2014

      55 Martin, Crystle, "Collective Information Literacy in Massively Multiplayer Online Games" 7 (7): 355-365, 2010

      56 Williams, Dmitri, "Can You Hear Me Now? The Social Impact of Voice on Internet Communities" 33 (33): 427-449, 2007

      57 Williams, Dmitri, "Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs" 6 (6): 171-200, 2011

      58 Martin, Crystle, "An Information Literacy Perspective on Learning and New Media" 19 : 268-275, 2011

      59 HOLLISTER JONATHAN, "An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game" 한국도서관·정보학회 50 (50): 429-467, 2019

      60 Lenhart, Amanda, "Adults and Video Games" Pew Research Center: Internet & Technology

      61 Khoo, Michael, "A Survey of the Use of Ethnographic Methods in the Study of Libraries and Library Users" 34 : 82-91, 2012

      62 Dibbell, Julian, "A Rape in Cyberspace or How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society" 3 : 471-490, 1994

      63 McKenzie, Pamela J, "A Model of Information Practices in Accounts of Everyday-Life Information Seeking" 59 (59): 19-40, 2003

      64 Chess, Shira, "A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity" 59 (59): 208-220, 2015

      65 Entertainment Software Association, "2019 Essential Facts about the Computer and Video Game Industry"

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2027 평가예정 재인증평가 신청대상 (재인증)
      2021-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2018-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2015-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2011-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2009-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2007-08-08 학술지명변경 한글명 : 한국비블리아 -> 한국비블리아학회지 KCI등재
      2007-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2004-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2003-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2001-07-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.5 0.5 0.61
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.58 0.62 0.913 0.2
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