簡易檢索 / 詳目顯示

研究生: 張哲瑋
Chang, Che-Wei
論文名稱: 英雄實踐聯盟:從語言學角度探討大型多人線上遊戲玩家的社會認同
League of Practice: Identity as Linguistic Construction in a Massively Multiplayer Online Game
指導教授: 蘇席瑤
Su, Hsi-Yao
學位類別: 碩士
Master
系所名稱: 英語學系
Department of English
論文出版年: 2017
畢業學年度: 105
語文別: 英文
論文頁數: 233
中文關鍵詞: 大型多人線上遊戲實踐社群身份認同言語行為立場表達互為主體性策略
英文關鍵詞: massively multiplayer online games, community of practice, identity, speech act, stancetaking, tactics of intersubjectivity
DOI URL: https://doi.org/10.6345/NTNU202203214
論文種類: 學術論文
相關次數: 點閱:260下載:48
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究以社會語言學的觀點探討大型多人線上遊戲 (Massively Multiplayer Online Game) 中參與者們是如何透過言談以創建一虛擬的實踐社群 (Community of Practice),又團體中是如何協調彼此的角色定位或身份認同 (Identity)。科技變遷,網際網路早已成為許多人不可或缺的生活伴侶,而大型多人線上遊戲尤其是當今文化中主流的社交場域。儘管如此,該互動平台卻甚少於學術界探討;在網路論壇和即時通訊應用程式漸漸為社會語言學者關切的同時,令人好奇的是,通常被視為休閒活動的線上遊戲是否亦乘載著豐富的社會訊息。
    本論文採人種誌研究法 (Ethnography),研究者以「田野調查」的方式深入線上遊戲世界,共同參與該虛擬社會中的活動,並觀察紀錄玩家之間的互動模式。語料來源為英雄聯盟 (League of Legends) 此款於全球風靡已久的多人在線競技遊戲 (Multiplayer Online Battle Arena),共蒐集了一百場遊戲間玩家在對話窗口的互動情形。從玩家們的言語行為 (Speech Act),和其所透露的立場表達 (Stancetaking),我們得以推衍出該實踐社群的成員是藉何種互為主體性的策略 (Tactics of Intersubjectivity) 以認同自我及他人的社會角色。
    身份認同的概念在以往被看作是個體生理或心理素質的體現,直到後現代主義時期成為能夠透過言談建構的社會意涵,進而發展為二十一世紀的學者們口中,社會互動及意識型態編織下的結晶 (Bucholtz & Hall, 2004, 2005)。本研究以此對社會認同之現代觀點為跳板,視線上遊戲中玩家們之間的言談為相互定義及塑造個體社會形象的重要媒介,以進一步探究該社群網路中的人際與社會動態。
    研究結果指出,英雄聯盟玩家為一實踐社群的假設不僅可從該團體中對彼此的行為規範 (Norms of Conduct) 見端倪,成員們之間所使用的語言亦是有力的證據。不管是就語言形式或功能來看,英雄聯盟的玩家似乎有著一套共通且獨特的用語,外界的人不易理解。在此社群中最常見的語言溝通模式包含戰略消息通報、情緒反應、情勢分析、遊戲表現評論,以及行動策劃;大部份的成員尤其會用命令的口吻要求隊友配合執行任務,或因為遊戲中的挫折而責難他人,說明著他們習慣用較具攻擊性 (Aggression) 的態度來展現自己相對專業的玩家身份。值得注意的是,本研究所討論具攻擊性的行為表現不應標籤於全體的英雄聯盟玩家,而需被視為區辨該社群內一次團體的重要因素,此類型的玩家視遊戲內建的聊天系統為遊玩時行使社會權力 (Social Power) 的最佳途徑。
    本研究試圖藉著對言談詳細的描述來帶出線上遊戲玩家遊玩的過程中社會意義的協調 (Negotiation of Meaning),包括該實踐社群理念與目標的共建,以及成員間社會地位的相互認同。我們從調查中得知線上遊戲對某些人來說並非如想像般「休閒」,反而牽涉嚴肅的人際議題,也就是說,線上遊戲這個社交平台可以被看作是玩家與他人、更是與自我對話的學習基地。

    As technology thrives, the Internet has become a life partner for almost each person in this modern generation; we also cannot deny that massively multiplayer online games (MMOGs) play an important role in social networks for some of us. Despite that, this social platform has barely been touched upon in academia. While online forums and instant messengers have been heatedly discussed among many sociolinguists, little attention has been paid to the question whether massively multiplayer online games, well known as a type of leisure activities, are also imbued with social meaning. From the perspective of sociocultural linguistics, the present study aims to examine how online game “inhabitants” construct a community of practice and negotiate social positions and identities through discourse.
    We follow the ethnographic method of conducting fieldwork, immersing ourselves in the online game world through participation in gameplay activities and observing participants interaction with each other. I chose the Multiplayer Online Battle Arena (MOBA) game League of Legends (LoL) to be my data source, because it is one of the most popular MMOGs around the world in recent years; I recorded one hundred matches of the game and focused my analysis on the textual communication in their game chats. It is expected that the speech acts performed through the exchange of talk could be interpreted as stancetaking moves that implicate on the intersubjectivity tactics used by the players to establish identity relations.
    The concept of identity had previously been seen as a representation of an individual’s physical or mental character; it was not until the era of postmodernism that it started to be treated as interrelated with discourse, which opens a channel to the 21st century view that identity is a product of both micro-empirical interaction and ideology. This viewpoint serves as a springboard for the present study, which treats the game chats as an important medium for the co-construction of players’ personas and thus their interpersonal dynamics.
    The result of the study shows that the sense of community of practice characterizing LoL players can be evident in not only the members’ shared norms of conduct but also their use of language. It seems that LoL players as a social group have a specialized register for communication that is esoteric to outsiders, with regard to linguistic forms and pragmatic functions. The communicative practices that are most frequently seen in the community include tactical reports, expressions of feelings, analyses of the current situations, appraisals of previous plays, and plans of actions. Among them, most players are involved in the use of directives for asking for allies’ cooperation and negative appraisals against others’ bad performances, which shows that they are used to taking aggressive stances to display their professional gamer identities. What is worthy of notice is that such aggressive verbal behavior should not be over-generalized to all LoL players but serve to distinguish a subgroup within them, who tend to exert their social power via the in-game messaging service.
    The current study attempts to bring out the negotiation of social meaning among a group of MMOG players, including the joint enterprise and its members’ intersubjectivity. It seems that, for some, playing MMOGs is not so much a leisure activity as a way of life where they engage in serious thought on the matter of identity; that is, an MMOG is not only a platform for players’ mutual communication but also a social learning system for their communication with themselves about what kinds of gamers they shall present.

    CHINESE ABSTRACT i ENGLISH ABSTRACT iii ACKNOWLEDGEMENTS v TABLE OF CONTENTS viii LIST OF TABLES x LIST OF FIGURES xi CHAPTER 1 INTRODUCTION 1 1.1 Overview 1 1.2 Motivation and Research Questions 3 1.3 Outline of the Study 7 CHAPTER 2 LITERATURE REVIEW 8 2.1 Theorizing Identity 8 2.1.1 Identity in the Flow of History 9 2.1.2 Discourse and Identity 10 2.1.3 Community of Practice 17 2.1.4 Identity and Its Relevant Concepts 22 2.2 Identity in Cyberspace 26 2.2.1 Online Identity 27 2.2.2 Massively Multiplayer Online Gamer Identity 33 2.3 Summary 40 CHAPTER 3 METHODOLOGY 42 3.1 Data Collection 42 3.1.1 Why League of Legends? 42 3.1.2 Virtual Ethnography 46 3.2 Data Analysis 53 3.2.1 An Integrative Approach 53 3.2.2 Practices of Language Use 57 CHAPTER 4 ANALYSIS OF IN-GAME TEXTUAL INTERACTION 61 4.1 League of Legends Gamers as a Community of Practice 62 4.2 Linguistic Practices of League of Legends Gamers 71 4.2.1 Morpho-Syntax 73 4.2.2 Youth Slang 76 4.2.3 Offensive Slang 81 4.2.4 Computer-Mediated Communication Slang 87 4.2.5 Massively Multiplayer Online Game Jargons 95 4.2.6 Typos and Wrong Input Language 111 4.2.7 Implication for Identity 113 4.3 Communicative Practices of League of Legends Gamers 114 4.3.1 Tactical Reports 115 4.3.2 Expressions of Feelings 118 4.3.3 Analyses of the Current Situations 124 4.3.4 Appraisals of Previous Plays 131 4.3.5 Plans of Actions 144 4.3.6 Frequencies of Use 154 4.4 Identity Categories of League of Legends Gamers 158 CHAPTER 5 ANALYSIS OF INTERVIEW RESPONSES AND DATA DISCUSSION 198 5.1 League of Legends Gamers as a Community of Practice (Revisited) 198 5.2 The Ostensible Marriage between Discourse and Identity 200 5.3 The Contextualization of Identity Work 206 CHAPTER 6 CONCLUSION 218 6.1 Summary of the Study 218 6.2 Significance of the Study 222 6.3 Limitations and Suggestions for Future Research 224 BIBLIOGRAPHY 227

    Adachi, P. J. C., & Willoughby, T. (2011). The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence? Psychology of Violence, 1(4), 259-274.
    Althusser, L. (1971). Ideology and ideological state apparatuses. In L. Althusser (Ed.), Lenin and philosophy and other essays (pp. 121-176). London: New Left Books.
    Austin, J. L. (1962). How to do things with words. Oxford: Clarendon Press.
    Barrett, R. (1999). Indexing polyphonous identity in the speech of African American drag queens. In M. Bucholtz, A. C. Liang, & L. A. Sutton (Eds.), Reinventing identities (pp. 313-331). Oxford: Oxford University Press.
    Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Retrieved from http://www.mud.co.uk/richard/hcds.htm
    Baym, N. K. (1998). The emergence of on-line community. In S. Jones (Ed.), CyberSociety 2.0. Revisiting computer-mediated communication and community (pp. 35-68). London: Sage.
    Benwell, B., & Stokoe, E. (2006). Discourse and identity. Edinburgh: Edinburgh University Press.
    Bielaczyc, K., & Collins, A. (1999). Learning communities in classrooms: A reconceptualization of educational practice. In C. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory (Vol. 2, pp. 269-292). Mahwah, NJ: Lawrence Erlbaum Associates.
    Brown, B., & Bell, M. (2004). CSCW at play: ‘There’ as a collaborative virtual environment. Proceedings of the 2004 ACM conference on Computer supported cooperative work (pp. 350-359).
    Bruckman, A. (1992). Identity workshop: Emergent social and psychological phenomena in text-based virtual reality. Retrieved from ftp://ftp.lambda. moo.mud.org/pub/MOO/papers
    Bucholtz, M. (1999). Why be normal?: Language and identity practices in a community of nerd girls. Language in Society, 28(2), 203-223.
    Bucholtz, M., & Hall, K. (2004). Theorizing identity in language and sexuality research. Language in Society, 33(4), 469-515.
    Bucholtz, M., & Hall, K. (2005). Identity and interaction: A sociocultural linguistic approach. Discourse Studies, 7(4-5), 585-614.
    Butler, J. (1997). The psychic life of power: Theories in subjection. Stanford, CA: Stanford University Press.
    Cartwright, R. L. (1968). Some remarks on essentialism. The Journal of Philosophy, 65(20), 615-626.
    Collister, L. B. (2006). Virtual discourse structure: An analysis of conversation in World of Warcraft (Master’s thesis, University of Pittsburgh). Retrieved from http://etd. library.pitt.edu/ETD/available/etd-06022008-142543/unrestricted/collister-mathesis2008-virtual_discourse_structure_1.pdf
    Crawford, S. P. (2004). Who’s in charge of who I am? Identity and law online. New York Law School Law Review, 49, 211-229.
    Cromdal, J. (2012). Conversation analysis and emergency calls. In C. Chapelle (Ed.), The encyclopedia of applied linguistics (pp. 1-4). Oxford, UK: Wiley-Blackwell.
    Crystal, D. (2006). Language and the Internet. Cambridge, U.K.: Cambridge University Press.
    Culpeper, J. (1996). Towards an anatomy of impoliteness. Journal of Pragmatics, 25, 349-367.
    Davies, B., & Harré, R. (1990). Positioning: The discursive construction of selves. Journal for the Theory of Social Behavior, 20, 43-63.
    DeCapua, A. (1998). Complaints: A comparison between German and English (Unpublished manuscript). Concordia College, New York.
    Deleuze, G. (2001). Pure immanence: Essays on a life. New York: Zone Books.
    Du Bois, J. W. (2007). The stance triangle. In R. Englebretson (Ed.), Stancetaking in discourse: Subjectivity, evaluation, interaction (pp. 139-182). Amsterdam: John Benjamins.
    Ducheneaut, N., & Moore, R. J. (2005). More than just ‘XP’: Learning social skills in massively multiplayer online games. Interactive Technology & Smart Education, 2, 89-100.
    Eble, C. (1996). Slang and sociability. London and Chapel Hill: University of North Carolina Press.
    Eckert, P. (1989). Jocks and Burnouts: Social categories and identity in the high school. New York: Teachers College Press.
    Eckert, P. (2000). Linguistic variation as social practice. Oxford: Blackwell.
    Eckert, P. (2012). Three waves of variation study: The emergence of meaning in the study of sociolinguistic variation. Annual Review of Anthropology, 41, 87-100.
    Englebretson, R. (Ed.) (2007). Stancetaking in discourse: Subjectivity, evaluation, interaction. Amsterdam: John Benjamins.
    Fairclough, N. (2005). Peripheral vision: Discourse analysis in organization studies: The case for critical realism. Organization Studies, 26(6), 915-939.
    Foucault, M. (1972). The archaeology of knowledge. London: Tavistock Publications.
    Friedline, B. E., & Collister, L. B. (2012). Constructing a powerful identity in World of Warcraft: A sociolinguistic approach to MMORPGs. In G. A. Voorhees, J. Call, & K. Whitlock (Eds.), Dungeons, dragons, and digital denizens: The digital role-playing game (pp. 194-218). New York: Bloomsbury Academic.
    Garcia, A. C., & Jacobs, J. B. (1999). Eyes of the beholder: Understanding the turn-taking system in quasi-synchronous computer-mediated communication. Research on Language and Social Interaction, 32(4), 337-369.
    Geertz, C. (1973). Thick description: Toward an interpretive theory of culture. In M. Martin, & L. C. McIntyre (Eds.), Readings in the philosophy of social science (pp. 213-232). Cambridge, MA: MIT Press
    Gibson, W. (1984). Neuromancer. New York: Ace Books.
    Giddens, A. (1991). Modernity and self-identity. Cambridge: Polity Press.
    Goffman, E. (1959). The presentation of self in everyday life. Harmondsworth: Penguin.
    Goffman, E. (1974). Frame analysis. New York: Harper and Row.
    Goffman, E. (1981). Forms of talk. Philadelphia: University of Pennsylvania Press.
    Goodwin, C. (2006). Retrospective and prospective orientation in the construction of argumentative moves. Text and Talk, 26(4/5), 443-461.
    Hall, S. (2000). Who needs ‘identity’? In P. du Gay, J. Evans, & P. Redman (Eds.), Identity: A reader (pp. 15-30). London: Sage.
    Harré, R., & van Langenhove, L. (Eds.) (1999). Positioning theory. Oxford: Blackwell.
    Herring, S. (Ed.) (1996). Computer-mediated communication. Amsterdam, The Netherlands and Philadelphia, Pennsylvania: Benjamins.
    Herring, S. (1999). Interactional coherence in CMC. Journal of Computer-Mediated Communication, 4(4).
    Hine, C. (2000). Virtual ethnography. Thousand Oaks, CA: Sage.
    Hollway, W. (1984). Gender difference and the production of subjectivity. In J. Henriques, W. Hollway, C. Urwin, C. Venn, & V. Walkerdine (Eds.), Changing the subject. Psychology, social regulation, and subjectivity (pp. 227-263). London: Methuen.
    Hughes, M., & Louw, J. (2013). The salience of social cues and group norms in eliciting aggressive behavior. South African Journal of Psychology, 43(2), 252-262.
    Jaffe, A. (Ed.) (2009). Stance: Sociolinguistic perspectives. New York: Oxford University Press.
    Jakobsson, M., & Taylor, T. L. (2003). The Sopranos meets EverQuest: Social networking in massively multiplayer online games. Proceedings of DAC 2003 (pp. 81-90).
    Jay, T. (1992). Cursing in America: A psycholinguistic study of dirty language in the courts, in the movies, in the schoolyards, and on the streets. Philadelphia: John Benjamins.
    Jay, T. (2000). Why we curse: A neuro-psycho-social theory of speech. Philadelphia: John Benjamins.
    Kádár, Z. K., & Haugh, M. (2013). Understanding politeness. Cambridge: Cambridge University Press.
    Kiesler, S., Siegel, J., & McGuire, T. W. (1984). Social psychological aspects of computer-mediated communication. American Psychologist, 39, 1123-1134.
    Kiesling, S. F. (2009). Style as stance: Stance as the explanation for patterns. In A. Jaffe (Ed.), Stance: Sociolinguistic perspectives (pp. 171-194). New York: Oxford University Press.
    Kissine, M. (2013). From utterances to speech acts. Cambridge: Cambridge University Press.
    Kowert, R., & Oldmeadow, J. (2012). The stereotype of online gamers: New characterization or recycled prototype? Paper presented at Nordic DiGRA: Games in Culture and Society conference, Tampere, Finland.
    Labov, T. (1992). Social and language boundaries among adolescents. American Speech, 67(4), 339-366.
    Labov, W. (1966). The social stratification of English in New York City. Cambridge: Cambridge University Press.
    Laclau, E. (1990). New reflections on the revolution of our time. London: Verso.
    Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge: Cambridge University Press.
    Lea, M., & Spears, R. (1992). Paralanguage and social perception in computer-mediated communication. Journal of Organizational Computing, 2, 321-342.
    Ljung, M. (2011). Swearing: A cross-cultural linguistic study. Houndmills, Basingstoke: Palgrave Macmillan.
    Mason, B. (1999). Issues in virtual ethnography. In K. Buckner (Ed.), Proceedings of the Esprit i3 workshop on ethnographic studies (pp. 61-69). Edinburgh: Queen Margaret College.
    Mead, G. H. (1934). Mind, self, and society. Chicago, IL: University of Chicago Press.
    Murphy, B., & Neu, J. (1996). My grade’s too low: The speech act set of complaining. In. S. M. Gass, & J. Neu (Eds.), Speech acts across cultures: Challenges to communication in a second language (pp. 191-216). Berlin: Mouton de Gruyter.
    Nardi, B., & Harris, J. (2006). Strangers and friends: Collaborative play in World of Warcraft. CSCW ’06 Proceedings of the 2006 20th anniversary conference (pp. 149-158).
    Ochs, E. (1992). Indexing gender. In A. Duranti, & C. Goodwin (Eds.), Rethinking context: Language as an interactive phenomenon (pp. 335-358). Cambridge: Cambridge University Press.
    Ochs, E. (1996). Linguistic resources for socializing humanity. In J. J. Gumperz, & S. C. Levinson (Eds.), Rethinking linguistic relativity (pp. 407-437). Cambridge: Cambridge University Press.
    Pallof, R., & Pratt, K. (1999). Building learning communities in cyberspace: Effective strategies for the online classroom. San Francisco: Jossey-Bass.
    Piaget, J. (1950). The psychology of intelligence. New York: Routledge.
    Rheingold, H. (1993). The virtual community: Homesteading on the electronic frontier. Reading, MA: Addison-Wesley.
    Searle, J. R. (1976). A classification of illocutionary acts. Language in Society, 5(1), 1-23.
    Seay, A. F., Jerome, W. J., Lee, K. S., & Kraut, R. E. (2004). Project massive: A study of online gaming communities. Proceedings of CHI 2004 (pp. 1421-1424).
    Sifianou, M. (1999). Politeness phenomena in England and Greece. A cross-cultural perspective. Oxford: Oxford University Press.
    Smith, P. (1988). Discerning the subject. Minneapolis: University of Minnesota Press.
    Solomon, A. (2004, July 10). The closing of the American book. Retrieved from http://www.nytimes.com/2004/07/10/opinion/the-closing-of-the-american-book.html?_r=0
    Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. ICLS ’04 Proceedings of the 6th International Conference on Learning Sciences (pp. 521-528).
    Steinkuehler, C. A. (2006). Massively multiplayer online video gaming as participation in a discourse. Mind, Culture, and Activity, 13(1), 38-52.
    Steinkuehler, C. A. (2008). . Cognition and literacy in massively multiplayer online games. In J. Coiro, M. Knobel, C. Lankshear, & D. Leu. (Eds.), Handbook of research on new literacies (pp. 611–634). Mahwah, NJ: Lawrence Erlbaum.
    Squire, K., & Johnson, C. (2000). Supporting distributed communities of practice with interactive television. Educational Technology Research and Development, 48(1), 23-43.
    Tajfel, H. (1982). Social identity and intergroup relations. Cambridge: Cambridge University Press.
    Tajfel, H., & Turner, J. (1986). The social identity theory of intergroup behavior. In S. Worchel, & W. G. Austin (Eds.), Psychology of intergroup relations (pp. 7-24). Chicago: Nelson.
    Taylor, C. (1989). Sources of the self: The making of modern identity. Cambridge, MA: Harvard University Press.
    Taylor, T. L. (2003). Power gamers just want to have fun?: Instrumental play in a MMOG. Proceedings of the 2003 DiGRA International Conference (pp. 300-311).
    Tobin, T. (1972). An approach to black slang. American Speech, 47(1/2), 151-155.
    Trudgill, P. (1974). The social differentiation of English in Norwich. Cambridge: Cambridge University Press.
    Turkle, S. (1994). Constructions and reconstructions of self in virtual reality: Playing in the MUDs. Mind, Culture, and Activity, 1(3), 158-167.
    Turkle, S. (1995). Life on the screen: Identity in the age of the Internet. New York: Simon & Schuster.
    Walther, J. B. (1992). Interpersonal effects in computer-mediated interaction: A relational perspective. Communication Research, 19, 52-90.
    Walther, J. B. (1996). Computer-mediated communication: Impersonal, interpersonal, and hyperpersonal interaction. Communication Research, 23, 3-43.
    Wenger, E. (1998). Communities of practice: Learning, meaning, and identity. New York: Cambridge University.
    Wenger, E. (2010). Communities of practice and social learning systems: The career of a concept. In C. Blackmore (Ed.), Social learning systems and communities of practice (pp. 179-198). London: Springer.
    Wood, A. F., & Smith, M. J. (2005). Online communication: Linking technology, identity, and culture. London: Lawrence Erlbaum Associates.
    Yee, N. (2002). Facets: 5 motivation factors for why people play MMORPGs. Retrieved from http://www.nickyee.com/facets/home.html
    Zimmerman, D. H. (1992). Achieving context: Openings in emergency calls. In G. Watson, & R. Seiler (Eds.), Text in context: Contributions to ethnomethodology (pp. 35-51). London, England: Sage.

    下載圖示
    QR CODE