Näytä suppeat kuvailutiedot

dc.contributor.advisorSiitonen, Marko
dc.contributor.authorMüller-Braune, Frederic
dc.date.accessioned2018-11-16T07:13:28Z
dc.date.available2018-11-16T07:13:28Z
dc.date.issued2018
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/60198
dc.description.abstractPlaying computer games is a hobby shared by many people of different national and cultural backgrounds worldwide. Therefore, it fits well as a testing ground for intercultural communication theory. This qualitative study applied the communication accommodation theory (Gallois & Giles, 2015) in a computer mediated gaming environment of the real time strategy game Company of Heroes. During the course of four weeks, a total of 44 datasets were collected in order to research: a) how players accommodate each other during interaction, b) how the game environment and structural framework influence players’ communication, c) how players construct an in-game identity, and finally, d) how players cope with the absence of physical and visual cues in a game. The data consists of pre-game and in-game chat logs and the researcher’s own notes concerning the situational in-game context. Analysis indicates that the communication accommodation theory is applicable in this new environment. However, some of its components are not fitting, are missing, or must be reinterpreted. The findings suggest that the accommodation behaviour is dependent on players’ displayed identity, player-to-player relationships and the scripts of play like e.g. game settings. In an environment, where players are not represented by a visual avatar, the identity cues shift from physical and visual towards imaginary ones such as pseudonyms or experience. Finally, this study shows that communication accommodation theory can also be applied in the context of computer mediated game communication, opening it to a whole new application environment.en
dc.format.extent88
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subject.othercommunication accommodation theory
dc.subject.othercomputer mediated communication
dc.subject.othergame ethnography
dc.subject.othergame studies
dc.titleThe unknown player : accommodation behaviour in real-time strategy gaming communities
dc.identifier.urnURN:NBN:fi:jyu-201811164744
dc.type.ontasotPro gradu -tutkielmafi
dc.type.ontasotMaster’s thesisen
dc.contributor.tiedekuntaHumanistis-yhteiskuntatieteellinen tiedekuntafi
dc.contributor.tiedekuntaFaculty of Humanities and Social Sciencesen
dc.contributor.laitosKieli- ja viestintätieteiden laitosfi
dc.contributor.laitosDepartment of Language and Communication Studiesen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.oppiainekulttuurienvälinen viestintäfi
dc.contributor.oppiaineMaster's Degree Programme in Intercultural Communicationen
dc.rights.copyrightJulkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty.fi
dc.rights.copyrightThis publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.en
dc.type.publicationmasterThesis
dc.contributor.oppiainekoodi3134
dc.subject.ysoidentiteetti
dc.subject.ysokulttuurienvälinen viestintä
dc.subject.ysopelitutkimus
dc.subject.ysopelaajat
dc.subject.ysodigitaaliset pelit
dc.subject.ysoverkkopelit
dc.subject.ysotietokonepelit
dc.subject.ysoidentity (mental objects)
dc.subject.ysointercultural communication
dc.subject.ysogame research
dc.subject.ysoplayers (non-music)
dc.subject.ysodigital games
dc.subject.ysoonline games
dc.subject.ysocomputer games
dc.format.contentfulltext
dc.type.okmG2


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