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Don't Stand in the Fire!: Effective Collaboration, Communication, Interactions, And Strategy in Mediated Environments - A Discourse Analytic Approach to Mmorpg Streaming on Twitch
Don't Stand in the Fire!: Effective Collaboration, Communication, Interactions, And Strate...
Don't Stand in the Fire!: Effective Collaboration, Communication, Interactions, And Strategy in Mediated Environments - A Discourse Analytic Approach to Mmorpg Streaming on Twitch

상세정보

자료유형  
 학위논문 서양
최종처리일시  
20250211153003
ISBN  
9798346393870
DDC  
153
저자명  
Jackson, Sarah C.
서명/저자  
Dont Stand in the Fire!: Effective Collaboration, Communication, Interactions, And Strategy in Mediated Environments - A Discourse Analytic Approach to Mmorpg Streaming on Twitch
발행사항  
[Sl] : The Pennsylvania State University, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
215 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-05, Section: B.
주기사항  
Advisor: Strauss, Susan G.
학위논문주기  
Thesis (Ph.D.)--The Pennsylvania State University, 2024.
초록/해제  
요약Emerging research shows increased academic interest in the exploration of multimodal, multiagent interactional practices in technologically mediated environments, particularly videogaming and livestreaming (Anderson, 2017; Brown & Anderson, 2021; Goncalves et al., 2023). One such livestreaming platform,Twitch.tv, has garnered attention for its support of multiple interactional modalities and agents (Recktenwald, 2017), including streamer and audience, as well as game-elements and coplayers. Twitch.tvallows communication through multiple modalities. Some interactions on the platform are not only between streamer and audience, but also among streamer, game, and coplayers while performing extremely challenging in-game feats. A videogame sub-genre commonly necessitating this type of interaction is the Massively Multiplayer Online Role-Playing Game (MMORPG; MMO). The combination of Twitch-MMO livestreaming represents some of the most complicated interactional data available on the internet (Casan-Pitarch, 2022). While previous research has established the subject area and preliminary means of investigation (Recktenwald, 2018), few studies have conducted close, multimodal discursive analysis of the complex communicative modes. Specifically, previous research has not explored the ubiquitous strategizing and collaborative interactional practices in these environments.To address these gaps, this study employs a Multimodal Discourse Analytic (MMDA) approach (Kress & van Leeuwen, 2001) and the macro-meso-micro approach (Jackson & Strauss, 2022; Strauss & Eun, 2024; Strauss et al., 2019) to investigate collaborative interactional practices in these environments. More specifically, this study focuses on discourses that take place during strategizing, reevaluation of strategy, gameplay (both successful and unsuccessful) and social interactions across modes.The analysis is based on ~25 hours of audio-visual and chat data from Twitch livestreams of World of Warcraft and Final Fantasy XIV.Drawing from the Theory of Planned Behavior (Azjen, 1991) and Actor-Network Theory (Latour, 2005), the study examines how meaning is made and maintained across modes and agents and how intentions/ goals manifest in discourse to facilitate effective interactions and game success. Due to the study's nature, additional methodological strides were made in the development of a study-specific data collection strategy and a new ANT-based data transcription and representation method focusing on the depiction of highly multimodal digital data.The findings reveal that players engage with non-human elements as discursive interlocutors, manipulate the virtual ecology (game space), and employ multimodal deixis, epistemic stance, avatar action, and chat interactions to communicate ideas. In instances of failure, negotiated discussions of unplanned, impulsive, or ineffective actions occur, leading to the development and implementation of new strategies. This study contributes to understanding technologically based communications across modes and agents, such as AR and VR, and has implications for the development and linguistic study of AI technologies. Moreover, the findings can be applied to other complex collaborative contexts, enhancing safety, efficiency, and teamwork.
일반주제명  
Problem solving
일반주제명  
Behavior
일반주제명  
Computer & video games
일반주제명  
Epistemology
일반주제명  
Success
일반주제명  
Audiences
일반주제명  
Communication
일반주제명  
Actor-network theory
일반주제명  
Discourse analysis
일반주제명  
Play
일반주제명  
Cognition & reasoning
일반주제명  
Role playing
일반주제명  
Social interaction
일반주제명  
Internet access
일반주제명  
Linguistics
일반주제명  
Attitudes
일반주제명  
Education
일반주제명  
Cultural heritage
일반주제명  
Alternative dispute resolution
일반주제명  
Cognitive psychology
일반주제명  
Cultural resources management
일반주제명  
Web studies
일반주제명  
Recreation
일반주제명  
Social psychology
일반주제명  
Social research
기타저자  
The Pennsylvania State University.
기본자료저록  
Dissertations Abstracts International. 86-05B.
전자적 위치 및 접속  
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MARC

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■24510▼aDon't  Stand  in  the  Fire!:  Effective  Collaboration,  Communication,  Interactions,  And  Strategy  in  Mediated  Environments  -  A  Discourse  Analytic  Approach  to  Mmorpg  Streaming  on  Twitch
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■5021  ▼aThesis  (Ph.D.)--The  Pennsylvania  State  University,  2024.
■520    ▼aEmerging  research  shows  increased  academic  interest  in  the  exploration  of  multimodal,  multiagent  interactional  practices  in  technologically  mediated  environments,  particularly  videogaming  and  livestreaming  (Anderson,  2017;  Brown  &  Anderson,  2021;  Goncalves  et  al.,  2023).  One  such  livestreaming  platform,Twitch.tv,  has  garnered  attention  for  its  support  of  multiple  interactional  modalities  and  agents  (Recktenwald,  2017),  including  streamer  and  audience,  as  well  as  game-elements  and  coplayers.  Twitch.tvallows  communication  through  multiple  modalities.  Some  interactions  on  the  platform  are  not  only  between  streamer  and  audience,  but  also  among  streamer,  game,  and  coplayers  while  performing  extremely  challenging  in-game  feats.  A  videogame  sub-genre  commonly  necessitating  this  type  of  interaction  is  the  Massively  Multiplayer  Online  Role-Playing  Game  (MMORPG;  MMO).  The  combination  of  Twitch-MMO  livestreaming  represents  some  of  the  most  complicated  interactional  data  available  on  the  internet  (Casan-Pitarch,  2022).  While  previous  research  has  established  the  subject  area  and  preliminary  means  of  investigation  (Recktenwald,  2018),  few  studies  have  conducted  close,  multimodal  discursive  analysis  of  the  complex  communicative  modes.  Specifically,  previous  research  has  not  explored  the  ubiquitous  strategizing  and  collaborative  interactional  practices  in  these  environments.To  address  these  gaps,  this  study  employs  a  Multimodal  Discourse  Analytic  (MMDA)  approach  (Kress  &  van  Leeuwen,  2001)  and  the  macro-meso-micro  approach  (Jackson  &  Strauss,  2022;  Strauss  &  Eun,  2024;  Strauss  et  al.,  2019)  to  investigate  collaborative  interactional  practices  in  these  environments.  More  specifically,  this  study  focuses  on  discourses  that  take  place  during  strategizing,  reevaluation  of  strategy,  gameplay  (both  successful  and  unsuccessful)  and  social  interactions  across  modes.The  analysis  is  based  on  ~25  hours  of  audio-visual  and  chat  data  from  Twitch  livestreams  of  World  of  Warcraft  and  Final  Fantasy  XIV.Drawing  from  the  Theory  of  Planned  Behavior  (Azjen,  1991)  and  Actor-Network  Theory  (Latour,  2005),  the  study  examines  how  meaning  is  made  and  maintained  across  modes  and  agents  and  how  intentions/  goals  manifest  in  discourse  to  facilitate  effective  interactions  and  game  success.  Due  to  the  study's  nature,  additional  methodological  strides  were  made  in  the  development  of  a  study-specific  data  collection  strategy  and  a  new  ANT-based  data  transcription  and  representation  method  focusing  on  the  depiction  of  highly  multimodal  digital  data.The  findings  reveal  that  players  engage  with  non-human  elements  as  discursive  interlocutors,  manipulate  the  virtual  ecology  (game  space),  and  employ  multimodal  deixis,  epistemic  stance,  avatar  action,  and  chat  interactions  to  communicate  ideas.  In  instances  of  failure,  negotiated  discussions  of  unplanned,  impulsive,  or  ineffective  actions  occur,  leading  to  the  development  and  implementation  of  new  strategies.  This  study  contributes  to  understanding  technologically  based  communications  across  modes  and  agents,  such  as  AR  and  VR,  and  has  implications  for  the  development  and  linguistic  study  of  AI  technologies.  Moreover,  the  findings  can  be  applied  to  other  complex  collaborative  contexts,  enhancing  safety,  efficiency,  and  teamwork.
■590    ▼aSchool  code:  0176.
■650  4▼aProblem  solving
■650  4▼aBehavior
■650  4▼aComputer  &  video  games
■650  4▼aEpistemology
■650  4▼aSuccess
■650  4▼aAudiences
■650  4▼aCommunication
■650  4▼aActor-network  theory
■650  4▼aDiscourse  analysis
■650  4▼aPlay
■650  4▼aCognition  &  reasoning
■650  4▼aRole  playing
■650  4▼aSocial  interaction
■650  4▼aInternet  access
■650  4▼aLinguistics
■650  4▼aAttitudes
■650  4▼aEducation
■650  4▼aCultural  heritage
■650  4▼aAlternative  dispute  resolution
■650  4▼aCognitive  psychology
■650  4▼aCultural  resources  management
■650  4▼aWeb  studies
■650  4▼aRecreation
■650  4▼aSocial  psychology
■650  4▼aSocial  research
■690    ▼a0290
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■71020▼aThe  Pennsylvania  State  University.
■7730  ▼tDissertations  Abstracts  International▼g86-05B.
■790    ▼a0176
■791    ▼aPh.D.
■792    ▼a2024
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■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17164442▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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