서브메뉴
검색
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 Strategy in Mediated Environments - A Discourse Analytic Approach to Mmorpg Streaming on Twitch
상세정보
- 자료유형
- 학위논문 서양
- 최종처리일시
- 20250211153003
- ISBN
- 9798346393870
- DDC
- 153
- 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
- Cognitive psychology
- 일반주제명
- Web studies
- 일반주제명
- Recreation
- 일반주제명
- Social psychology
- 일반주제명
- Social research
- 기본자료저록
- Dissertations Abstracts International. 86-05B.
- 전자적 위치 및 접속
- 로그인 후 원문을 볼 수 있습니다.
MARC
008250123s2024 us c eng d■001000017164442
■00520250211153003
■006m o d
■007cr#unu||||||||
■020 ▼a9798346393870
■035 ▼a(MiAaPQ)AAI31631331
■035 ▼a(MiAaPQ)PennState21588scj5074
■040 ▼aMiAaPQ▼cMiAaPQ
■0820 ▼a153
■1001 ▼aJackson, Sarah C.
■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
■260 ▼a[Sl]▼bThe Pennsylvania State University▼c2024
■260 1▼aAnn Arbor▼bProQuest Dissertations & Theses▼c2024
■300 ▼a215 p
■500 ▼aSource: Dissertations Abstracts International, Volume: 86-05, Section: B.
■500 ▼aAdvisor: Strauss, Susan G.
■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
■690 ▼a0393
■690 ▼a0459
■690 ▼a0515
■690 ▼a0649
■690 ▼a0633
■690 ▼a0436
■690 ▼a0646
■690 ▼a0814
■690 ▼a0451
■690 ▼a0344
■71020▼aThe Pennsylvania State University.
■7730 ▼tDissertations Abstracts International▼g86-05B.
■790 ▼a0176
■791 ▼aPh.D.
■792 ▼a2024
■793 ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17164442▼nKERIS▼z이 자료의 원문은 한국교육학술정보원에서 제공합니다.


