dc.contributor.advisor | Siitonen, Marko | |
dc.contributor.author | Shi, Qianlu | |
dc.date.accessioned | 2020-06-17T04:14:09Z | |
dc.date.available | 2020-06-17T04:14:09Z | |
dc.date.issued | 2020 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/69994 | |
dc.description.abstract | Video game production is more than a successful entertainment industry. With games as vessels, many stories have been told and experienced differently. Like many other forms of human-computer interaction, games are partly designed to break the need for other participants, however, a player still feels the need to remain in contact with other players, and thus, communities of single-player games are built. This study uses Communication Theory of Identity (CTI) as a framework, explores the identity gaps and identity guided behaviors in an online forum discussing lore of The Witcher game franchises.
During a qualitative content analysis, over 80 forum threads and more than 5000 posts and replies were analyzed. Findings showed that in The Witcher 3 forum, CTI as a multi-layered framework still applies in general. However, the result also presented the need for group-based layering in future CTI development. Furthermore, through this study, I attempt to explore a new way to study and observe CTI propositions. Focusing on communication environments instead of looking into specific identity gaps may be able to help scholars to further analyze possible forms of interaction between different layers of identity. | en |
dc.format.extent | 72 | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | |
dc.subject.other | Communication Theory of Identity | |
dc.subject.other | Computer-Mediated Communication | |
dc.title | Constructing i dentities in an Online Community of a Video Game | |
dc.identifier.urn | URN:NBN:fi:jyu-202006174227 | |
dc.type.ontasot | Pro gradu -tutkielma | fi |
dc.type.ontasot | Master’s thesis | en |
dc.contributor.tiedekunta | Humanistis-yhteiskuntatieteellinen tiedekunta | fi |
dc.contributor.tiedekunta | Faculty of Humanities and Social Sciences | en |
dc.contributor.laitos | Kieli- ja viestintätieteiden laitos | fi |
dc.contributor.laitos | Department of Language and Communication Studies | en |
dc.contributor.yliopisto | Jyväskylän yliopisto | fi |
dc.contributor.yliopisto | University of Jyväskylä | en |
dc.contributor.oppiaine | kulttuurienvälinen viestintä | fi |
dc.contributor.oppiaine | Master's Degree Programme in Intercultural Communication | en |
dc.rights.copyright | Julkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty. | fi |
dc.rights.copyright | This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited. | en |
dc.type.publication | masterThesis | |
dc.contributor.oppiainekoodi | 3134 | |
dc.subject.yso | identiteetti | |
dc.subject.yso | videopelit | |
dc.subject.yso | fanius | |
dc.subject.yso | kulttuurienvälinen viestintä | |
dc.subject.yso | viestintä | |
dc.subject.yso | viestintäteoriat | |
dc.subject.yso | pelit | |
dc.subject.yso | identity (mental objects) | |
dc.subject.yso | video games | |
dc.subject.yso | fandom | |
dc.subject.yso | intercultural communication | |
dc.subject.yso | communication | |
dc.subject.yso | communication theories | |
dc.subject.yso | games | |
dc.format.content | fulltext | |
dc.type.okm | G2 | |