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dc.contributor.advisorSiitonen, Marko
dc.contributor.authorShi, Qianlu
dc.date.accessioned2020-06-17T04:14:09Z
dc.date.available2020-06-17T04:14:09Z
dc.date.issued2020
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/69994
dc.description.abstractVideo 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.extent72
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subject.otherCommunication Theory of Identity
dc.subject.otherComputer-Mediated Communication
dc.titleConstructing i dentities in an Online Community of a Video Game
dc.identifier.urnURN:NBN:fi:jyu-202006174227
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.ysovideopelit
dc.subject.ysofanius
dc.subject.ysokulttuurienvälinen viestintä
dc.subject.ysoviestintä
dc.subject.ysoviestintäteoriat
dc.subject.ysopelit
dc.subject.ysoidentity (mental objects)
dc.subject.ysovideo games
dc.subject.ysofandom
dc.subject.ysointercultural communication
dc.subject.ysocommunication
dc.subject.ysocommunication theories
dc.subject.ysogames
dc.format.contentfulltext
dc.type.okmG2


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