Representación social de las interacciones sociales en un videojuego en línea por usuarios adultos jóvenes

Descripción del Articulo

The MMORPG are a class of video games that recreate virtual worlds where users can interact via the Internet. This has generated interest from many researchers as new spaces of socialization. Thus, this research aims to explore the existing social representation of social interactions that occur in...

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Detalles Bibliográficos
Autor: Flores Castro, Rodrigo José
Formato: tesis de grado
Fecha de Publicación:2015
Institución:Universidad Peruana de Ciencias Aplicadas
Repositorio:UPC-Institucional
Lenguaje:español
OAI Identifier:oai:repositorioacademico.upc.edu.pe:10757/556490
Enlace del recurso:http://hdl.handle.net/10757/556490
Nivel de acceso:acceso abierto
Materia:Representación social
Interacción social
Juegos de computadora
Jóvenes
Psicología
Tesis
Descripción
Sumario:The MMORPG are a class of video games that recreate virtual worlds where users can interact via the Internet. This has generated interest from many researchers as new spaces of socialization. Thus, this research aims to explore the existing social representation of social interactions that occur in the game space in a group of young adults who use the MMORPG World of Warcraft. The study followed a phenomenological qualitative methodology, using semi-structured interviews in a first stage and later online surveys to collect further information. The information collected shows a negative cultural representation of video games, affecting the approach of users to the game and the first interactions in this. However, the structure of the medium will make users interact with others. Ongoing communication will allow the representation of these interactions to be reevaluated. Thus, these relationships can become represented as a source of gratification to the user, according to the particular characteristics of the different areas of the game.
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