常回家sns

sns网站有哪些  时间:2021-02-12  阅读:()
P.
Camposetal.
(Eds.
):INTERACT2011,PartIII,LNCS6948,pp.
250–264,2011.
IFIPInternationalFederationforInformationProcessing2011OnlineGamesandFamilyTies:InfluencesofSocialNetworkingGameonFamilyRelationshipJingWen1,2,YongMingKow1,andYunanChen11DepartmentofInformaticsUniversityofCalifornia,IrvineIrvine,CA92697-3440,USA{jwen2,ykow}@uci.
edu,yunanc@ics.
uci.
edu2TheStateKeyLabofSoftwareEngineeringWuhanUniversityWuhan,430072,ChinaAbstract.
HowdoonlinegamesimpactintergenerationalfamilyrelationshipsToanswerthisquestion,weinvestigatedQQFarm,themostpopularonlinegameavailableonapopularChinesesocialnetworkingsite.
Weconductedobservationsandsemi-structuredinterviewswithsixteenpairsofChineseparentsandtheiradultchildren.
Ofthesixteenpairs,sevenlivedlocally;ninepairslivedremotely.
Thefindingsofthisstudysuggestthatonlinegamesprovidecommonconversationaltopicsamonglocalfamilymembersandenrichfamilytime.
Onlinegameswithwell-designedsharedvirtualspacescanalsohelpenhanceremotefamilies'awarenessofeachother'sreal-lifeactivity.
Forfutureintergenerationalgames,werecommendagamedesignthatrequiresminimaleffort,hasa'healthy'theme,andprovidesfeatures,suchasanactivitylogandmessageboard,whichhelpmaintaingamebasedfamilycommunications.
Keywords:SocialNetworkGames,Parents-childrenRelationship,DomesticPlay,GenerationalGap.
1IntroductionOnlinegamesallowhundredsofgeographicallydispersedplayerstoperformsharedactivitiesinthesamevirtualworld[1].
Playerscometoonlinegamingsitesnotonlytoplay,buttosocialize[2].
Formerlyperceivedasmerely"games,"onlinegamehasbecomeanewenvironmentforindividualstomediatesocialrelationships[3][4][5][6].
Whilepreviousstudieshavefocusedonhowgamescanstrengthenorformnewsocialrelationshipsamongplayers,gameplayamongindividualswithexistingsocialrelationships,suchasintergenerationalfamilymembers,haveseldombeenreportedinpreviousliterature[3][4][6][7].
Inthisarticle,weaskwhetheronlinegamescanbebeneficialinreinforcingthesocialrelationshipsbetweenintergenerationalfamilymemberswithsubstantialageandvaluedifferences.
IntergenerationalrelationshipsareofspecialinteresttoChina,acountrywherethetraditionalfamilystructureisrapidlyundergoingtransformation.
ThetraditionalInfluencesofSocialNetworkingGameonFamilyRelationship251Chinesefamilyisaco-residenceamongthreegenerationsoffamilymembers.
However,co-residenceamongintergenerationalfamilyisbecomingincreasinglyrareasyoungadultsmigratetootherregionsseekingbetteremploymentopportunities[8].
Studieshaveshownthatolderparentscontinuetodesiretraditionalfamilyrelations,suchastheassistanceoftheirchildrenwithhousework,beingabletocarefortheirgrandchildren[11],andkeepingmutuallyclosecontactwiththeirworkingchildren[10].
Thisraisesthequestionhowwecancontinuetomaintainthesetraditionalpracticesgiventhemoderncontextwhereintergenerationalrelationshipsarepracticedatadistance,ratherthaninthesamehousehold[11].
GiventhewidespreadadoptionofonlinegamingincontemporaryChinesesociety,weareinterestedinseeingifonlinegamescanserveasanewplatformformediatingintergenerationalfamilyinteractions.
WeexamineQQFarm,apopularmultiplayeronlinegameinChinathatatitsheighthad6.
8millionuserslogonsimultaneously.
QQFarmhasaplayerpoolthatincludesalargenumberofolderparentsandtheiradultchildren[12][13].
Forourstudy,weconductedsemi-structuredinterviewstoexaminehowplayingQQFarmimpactstherelationshipsamongfamilymemberswholivelocallyandthosewholiveremotely.
SixteenpairsofQQFarmplayersparticipatedinthestudy,withaChineseparentandoneadultchildineachpair.
Thesepairsincludeanycombinationoffatherormotherwithasonordaughter.
TheresultsofthestudyhaveshownthatsocialnetworkinggamessuchasQQFarmcanimprovethecommunicationamongfamilymemberslocally,andenhancetheconnectednessbetweenfamilymembersremotely.
Inallowingonlineplayerstoco-constructasharedsocialspacefromwhichfamilymemberscanextrapolateintoawarenessofrealworldactivities,onlinegamescanstrengthenexistingfamilyties.
Attheendofthispaper,wewillintroduceopportunitiesfordesigninggamesthatsupportintergenerationalplay.
2RelatedWorkRecently,thereisanincreasinginterestinstudyingsocialinteractionsinonlinegameplayintheHCIcommunity[4].
Studieshavefoundthatsocialinteractionsinonlinegamescanimprovesocialrelationshipsamongplayers[3][6][7],sinceonlinegamesallowlargenumberofplayerstointeractandaccomplishsharedgoalstogether.
Ducheneaut[6]highlightsthedesigningstrategyforcreatingasenseofsocialpresenceinonlinegames.
Nardi[7]arguesthatsocialinteractions,particularlythosethataccomplishedsharedtasks,areespeciallydesirablewithinagameenvironment.
OnlinegameplayisincreasinglypopularamongtheChinese.
VariousreportsandnewsarticlesoftenindicatethatChineseparentsworryaboutthenegativeinfluenceofvideogamesontheirchildren,inparticular,theamountoftimeconsumedingameplaye.
g.
[14].
Interestingly,theseolderadultsthemselvesoftenengageinandbenefitfromsocialgamingactivities,suchaschess,card,andmahjong[15].
ForChineseparents,socialgames,whenplayedoncomputers,oftenhavenegativeassociations,suchasgameaddictionanddistractionfromschoolwork[14].
Lindtneret.
al.
[16][17]foundthatmanyurbanyoungChineseplayersestablishclosesocialtiesthroughgameplayinInternetcafés[16]andingame-relatedonlinecommunities[17].
Thesestudiesshowthatonlinegaminghasbecomeameaningfulwayforyouthtogettoknowfriendsandhelpeachotherintheirofflinelives.
252J.
Wen,Y.
M.
Kow,andY.
ChenWhilesomedigitalgameshavebeendevelopedforfamilies,thesegameshaverestrictivegamespacesthatonlyallowahandfulofplayerswithinthesamehousehold.
Forinstance,AgeInvadersisanintergenerationalgamethatisdesignedtobridgefamilytiesbyenablingolderadultstoengageinbothin-personandremoteplaywiththeirchildrenandgrandchildren[18].
Othersgames,suchastheMagicBox[19],aredevelopedtoencouragetheexchangeofthought-provokingitemsbetweengrandparentsandgrandchildrenlivingremotely,indicatingthatintergenerationalplaycanbeassociatedwithfamilyhistory,culture,andfun.
Voidaetal.
[20]studiedconsolegamesandfoundmutualconversionbetweentheindividual-playandfamilyactivitiesduringgameplaying,showinghowplayersmightresponddifferentlyaccordingtothesocialrelationshiptheyhavewithotherplayers.
Inadditiontogames,intergenerationalrelationshipscanbepromotedbyothertypesofdigitaldevices[21][22].
DigitalFamilyPortraitisdesignedtotransmiticonicprojectionsofolderadults'dailyactivitiestotheirremotefamilymembers.
DigitalFamilyPortraitallowsfamilymemberstoknowwhethertheolderadultsareactiveandwellonadailybasis[23].
Similarly,FamilyWindow(FW)isdesignedasanalways-onvideomediaspacetoconnectfamilymembersresidingintwohouseholdsthroughvideocameras[24].
UsingFamilyWindow,familymemberscansharetheirdailyactivitiesandincreasetheirfeelingsofconnectednesswitheachother.
DevicessuchasSPARCS[25]andWayve[26]arealsodesignedtoencourageinformationandphotosharingamongfamilymembers.
OnlinegamesarebecomingincreasinglypopularamongtheChinese.
Theirpenetrationintointergenerationalsocialspacethusprovidingandthesocial-culturallandscapecontinuestotransformChinesefamilies,understandingthepossibleimpactofonlinegaminginfamilyrelationshipscouldbevital.
Theliteraturesuggeststhatgamesandotherformofdigitaldevicescanbeusedtoleverageintergenerationalfamilyinteractions;nevertheless,therehasnotyetastudyontheuseofonlinegamebyintergenerationalfamilymembers.
Inwhatfollows,wereportthefindingsofourstudyonQQFarmanddiscusspossibleimplicationsforfuturegamedesign.
3TheGame-QQFarmQQFarmisanonlinegamedevelopedbyTencent,Inc.
in2009,andresidinginTencent'ssocialnetworkingsiteQZone.
SocialNetworkingSites[27]areweb-basedservicesthatallowuserstocommunicateandconstructsocialconnectionswithotherusers.
AndTencentistheproviderofmanypopularInternetservicesincludingtheQQInstantMessenger.
OnMarch31,2010,itwasreportedthattherewere568.
6millionactiveuseraccountsonallQQserviceplatformsincludingQQFarm,QZone,andQQInstantMessenger.
OnQQFarm,playersactasfarmownersandmanagetheirownfarms.
Figure1showswhatQQFarmlookslikeinthegameenvironment.
Inadditiontocommonfarmingactivitiessuchascultivating,irrigating,andharvestingcropsasrealfarmersdo,playerscanalsovisitfarmsownedbytheirSNSfriends.
Onthefarmsownedbytheirfriends,playerscanperformlimitedactions—somehelpful,somemischievous.
Helpfulactionsincludeweedingandirrigating,whereasmischievousactionsincludestealingtheotherplayers'maturecrops.
InfluencesofSocialNetworkingGameonFamilyRelationship253Fig.
1.
Screenshotofthefirstauthor'sQQFarmEachactivityaplayerperformsonherownfarmisrewardedbyexperiencepointsor,withvirtualgoldcoinsthroughthesellingofmaturecrops.
Accumulatedexperiencepointscanraisetheplayer'slevelinthegame.
Thehighertheplayer'sgamelevelis,themoreprivilegesshehastoexpandherfarmingfield.
Similarly,themorecoinstheplayerhas,themore"money"shehastopurchaseexpensivecropsandfields.
Weedingandirrigatingforotherplayersareconsideredhelpfulinthegamingenvironmentsinceithelpstheotherfarmownersobtainadditionalexperiencepointsorcoins.
Onthecontrary,stealingotherplayers'maturecropsisconsideredamischievousactionsincetheownerisnolongerabletogainvirtualgoldcoinsbysellingherstolencrops.
Inadditiontogameplayitself,eachplayerhasaccesstoapersonalmessageboardassociatedwiththeirfarm[Figure2].
Thepersonalmessageboardshowsloginformationaboutone'sfarm,includingbothhelpfulandmischievousactions.
AsshownonFigure2,aplayercanseewhocametovisittheirfarmandwhen,andwhattheydidtoit.
Playerscanalsopersonalizetheirspacethroughnaminganddecoratingtheirownfarms.
Afteritslaunchin2009,QQFarmbecameimmediatelypopularamongChineseplayers.
Ingeneral,peoplewereintriguedbythefactthatQQFarmhadattractedalargepopulationofolderadultplayers,andthefamilyplayofQQFarmwassoonreportedbyvariousnewspapersandmediasourcesasanewChinesesocialphenomenon[12][13].
Forinstance,NetEase163.
com,oneofmajornewsportalsitesinChina,publishedastoryaboutamotherusingQQFarmasaneducationresourcetohelpherchildunderstandbotany[12].
Anotherarticledescribedhowaseventy-yearoldgrandmaplayedQQFarmwithhergranddaughterremotely[13].
Followingthesereportedstories,weconductedaqualitativestudytoexaminetheinfluenceofQQFarmgameplayonfamilyrelationships.
254J.
Wen,Y.
M.
Kow,andY.
ChenFig.
2.
ScreenshotofapersonalmessageboardinQQFarm4MethodologyWeconductedaqualitativestudyfromMarch2010toNovember2010.
Weexaminetheimpactofonlinegamingonintergenerationalfamilyrelationships.
Asdescribedintheliteraturereviewsection,tensionsarisewhenadultchildrenmoveoutofahomewheretheparentsstillholdtraditionalChinesefamilyvalues.
Westudiedonlyparentsandadultchildrenbecauseofthis,excludingchildrenbelowtheageof18,whoweremorelikelytoliveathome.
4.
1ParticipantsSixteenpairsofparent-adultchildrendyadsparticipatedinour.
Participantswererecruitedusingsnowballsamplingmethod.
Thefirsttwoparticipantswererecruitedfromtheuniversitywheretheauthorsareaffiliated,whiletherestoftheparticipantswerereferredbyparticipantsinterviewedpreviously.
ThesnowballsamplingmethodappearstobemostappropriatewaytorecruitfamilymemberswhoplayonlinegamesduetothesocialpropertyofQQFarm.
Ofthesixteenparent-adultchildrendyadswestudied,sevenpairsliveinthesamehouseholds,orinnearbyneighborhoodsintheHubeiandSichuanprovinces.
Werefertothesepairsas"localfamilies"sincetheywereabletomeetinpersonfrequently.
Theotherninepairslivedindifferentcities.
WhilealltheparentsweinterviewedliveinChina,theiradultchildrenlivedremotelyinAmerica,Japan,AustraliaorDenmark.
Table1summarizestheparticipantsofthestudybasedontheirfamilyrelationshipandlocal/remotelivingconditions.
Theageofparentsrangesfrom47to64.
Theageofadultchildrenrangesfrom18to36.
Thesesixteenpairsofparticipantscontainthreeconditions:bothmembersofthedyadareactiveplayers(9pairs);onlyonememberofthedyad(eithertheparentorthechild)isaplayer(4pairs);andbothmembersofthedyadarenon-playersInfluencesofSocialNetworkingGameonFamilyRelationship255Table1.
Theparents-childrenrelationshipsParents-childrenrelationshipsNumberofpairsLocalfamiliesRemotefamiliesFather-Daughter422Mother-Daughter422Father-Son312Mother-Son523Total1679(3pairs).
Thenon-playingparticipantsservedasabaselineforustounderstandthebehaviorsofthe"dual-play"pairs.
Bycomparingintergenerationalcommunicationpatternsbetween"dual-play"pairswiththosehavingoneormorenon-playingparticipants,wefoundthatonlinegamescouldindeedimproveintergenerationalcommunications.
Itisworthmentioningthatamongtheninepairsofdual-playpairs,fourpairswerelocalandtheotherfivewereremotefamilies.
4.
2DataCollectionHumansubjectstudyapprovalwasobtainedfromtheuniversitywheretheresearchersareaffiliatedpriortodatacollection.
Weacquiredverbalconsentfromeveryparticipantandrecordedonlytheirscreennamesusedinthegames.
Nevertheless,allnamesreportedinthispaperarepseudonyms.
Inthestudy,wefirstobservedthegameplaybehaviorsofthesixpairsofdual-playfamiliesatQQFarmfortwoweeks.
Observinggameplayhelpedustounderstandthebasicbehaviorsparticipantsdemonstratedonline.
Wecollectedthegamelogsfromthepersonalmessageboardofeachparticipant.
Theselogsrecordedalltheplayers'interactionsinthegamespace.
Theobservationdatawerecollectedtwiceaday,onceinthemorningandonceatnight.
4132messagesweregatheredduringthetwoweeks.
Excludingmessagesrelayingthegameplayrecordsbetweenthefarmownerandtheirotherfriends,319messageswerefoundrelatingtointeractionsbetweenfamilymembers,accountingfor8%ofthetotalloggedmessages.
Basedonthefamilyplaybehaviorsobservedonline,wedevelopedsemi-structuredinterviewquestions.
Theinterviewstudywasextendedtosingle-playornon-playpairsinordertobetterunderstandtheimpactofgameplayingonfamilyrelationships.
Theinterviewquestionswerecenteredongameplayandfamilyrelationships.
Specifically,weasked:-HowoftendoparticipantsplayQQFarm-Howdoesparticipantplaywiththeirfamilymembers-HowdoesthegameimpacttheirfamilyrelationshipsWhenpossible,weinterviewedsubjectsin-personorbytelephone.
Whenin-personortelephoneinterviewswereimpossible,weconductedinstantmessaginginterviews.
Ofthethirty-twosubjects,fivewereinterviewedinperson,twenty-threewereinterviewedbytelephone,andtheremainingfourwereinterviewedthroughinstant256J.
Wen,Y.
M.
Kow,andY.
Chenmessaging.
Thelengthoftheinterviewsrangedfrom30to60minutes.
DatawerevoicerecordedtranscribedinChinese,andthentranslatedintoEnglish.
4.
3DataAnalysisInterviewtranscriptionswerecodedusinggroundedtheory[28]toidentifyrecurringthemes.
Thecodingprocessstartedwiththeextractionsofthemesthatrelatetofamilyrelationships.
Toensurethedependabilityoftheresults,threeresearchersconductedanindependentcodingonasamplesizerespectively,whichwerefourpairsoftranscriptionschosenrandomlyfromsixteenpairsofparticipants.
Theintergenerationalrelationshipsofthesesfourpairsincludeamotherandson,fatherandson,motheranddaughter,andfatheranddaughter.
Aftertheinitialcoding,wecomparedanddiscussedthefoursetsofthemescodedbyeachindividualresearcher.
Theinitialthemesandrelationshipswereidentifiedgraduallyinamannerofconvergence.
Inthesecondstage,oneresearchercodedtherestofthedataiterativelybasedontheinitialthemes.
Whenallcodesandmemoswerecollected,theresearchersgroupedtheminlinewiththecategoriesorpropertiestheyrepresented.
Basedonthisarrangementofdata,thisstudyexaminestheonlinegameplayingbehaviorsinbothlocalandremotefamilies.
5FindingsInthissection,wefirstdescribegeneralgameplayingbehaviorsdemonstratedthroughobservationaldata,andthenintroducethediverseimpactofgameplayonthelocalandremotefamilies.
5.
1OnlineGamePlayingAsmentionedearlier,weobservedsixpairsofdual-playfamilies'gameactivitiesfortwoweeksandrecorded319messagesbetweenthesixpairsofparticipantsduringthesetwoweeks.
Allfamiliesroutinelyloggedontothegamespaceonadailybasis.
Table2showsthequantitativedatafromloganalysis.
Allparticipantshadmorethan6monthsofgamingexperienceandreachedatleastthe15thlevelaccordingtothegameranksdesignedinQQFarm(0asthelowestand50asthehighestinthecurrentgamedesign).
Theparticipantsloggedon1to6timesperday,with5to30minutesspentonthegamespaceeachtime.
TheloganalysisindicatesthattheparticipantsplayedQQFarminarelativelyflexiblemannerasthegamedoesnotrequireplayerstoplaysimultaneouslyoveralongperiodoftime.
SomeofourparticipantsplayedQQFarmwhileengagingintheirotherdailyactivities.
Figure3showsaparticipantstudyingwhileplayingQQFarm.
Thisparticipanttoldusthathewasafraidhismaturecropsmightbestolenifhedidnotgatherthemintime.
Hetookoccasionalglancesathisfarmwhilestudying.
BecauseQQFarmdoesnotrequireundividedattention,andallowsplayerstoperformothertaskswhileplayingthegame,mostofourparticipantshadconsideredthegameaslessintrusivethanmostothervideogames.
Thus,ourparticipantsweremorereceptivetoQQFarmthanothervideogames.
InfluencesofSocialNetworkingGameonFamilyRelationship257Table2.
Loganalysisofsixpairsofdual-playfamiliesRelationpairsParents-childrenrelationshipAgeGameranks(Levels)Logins(perday)PlayingTime(Minutesperday)Interactionmessages(2weeks)R1Father543863093Daughter2818625R2Father63192558Son2815520R3Mother632231047Son2815520R4Father63341537Daughter3419515R5Mother604163049Son2939415R6Mother652663035Daughter3624510Fig.
3.
PlayingQQFarmbutnotdelayingthestudyingOurstudysuggeststhatChineseparentsandtheiradultchildrenhaddifferentmotivationswhenplayingonlinegames.
Mostparentsstartedplayingbecausetheirchildrenwereplaying,whereastheadultchildrenplayedbecausetheywereinterestedinthegameitself.
Asoneparticipantsaid:Itwasamazingtowatchthegrowthprocessofdifferentplants…Thisgameletmeknowwhatsomeregionalplantspecieslooklikeandhowtheygrow.
Farminginthegamespaceprovidesplayerswithanopportunitytoconnectwithacompletelynewenvironmentandhelpsthemrelaxawayfromtheirdailyroutines.
Thegamespacealsoservesasasocialspaceinwhichfamilycaninteract.
Asa258J.
Wen,Y.
M.
Kow,andY.
Chengame-basedinteraction,QQFarmgreatlystrengthenssocialtiesandfamilyrelationships.
Thedual-playfamiliesfrequentlyinteractedinthegamespace,regardlessofwhethertheyresidedatthesamehouseholdornot.
Familymembersvisitedeachother'sfarmfrom3to24timesaday.
(Note:eachgameloginmaybeassociatedwithmultiplevisits).
Thedual-playdyadsadmittedthattheyliketocheckoneachother'sfarms;theylikedtoknowwhatplantstheirparentsorchildrenwerecultivatingandwhethertheycouldstealorhelpeachotherinthegamespace.
Theotherformsofinteractionsamongfamilymembers,suchasface-to-facetalks,phonecalls,oremailsmayonlyhappenonceortwiceaweekonaverage;butdual-playparentsandchildreninteractedonthegamespacemultipletimesaday.
Noteworthyisthatalthoughwecollecteddataonalltypesoffamilyplaybehaviors,thecomparisonamongdual-play,single-playandnon-playfamiliesisnotthemainfocusofthecurrentpaper;rather,thenon-playgroupservedasabasisfromwhichwecouldunderstanddual-playbehaviors.
5.
2OnlineGameAddingJoytoConversationsamongLocalFamiliesThelocalfamiliesliveinthesamehouseholdorinnearbyneighborhoodsandcanseeorvisiteachotherfrequently.
However,theclosephysicalproximitydidnotalwayscorrespondenttotightfamilyrelationships.
Differencesineducation,culture,andvaluesbetweenthedyadsoftenleadtoconflictandtensionintheirrelationships[9].
Counterintuitively,thistensionmaybeamplifiedamonglocalfamiliesduetothefrequentface-to-faceinteractions.
Inlocalfamilydyads,QQFarmmediatedinteractionsbetweenfamilymemberssuchthattheirrelationshipmayimprove.
Forexample,Suistheprimarycaregiverforherelderlyfatherandlivesinthesamehouseholdwithhim.
Theirinteractionswereoftenintenseduetofrequentdisagreementincare-givingactivities.
TheyfoundawaytoshowconcerntoeachotherthroughQQFarm.
Su:daughter,36yearsold,livinginChongqingcity:Thisgame[QQFarm]openedadoortoustobecomefarmers‐‐therolewecouldn'tbeinthepracticalworld,itwasexcitingthatwecanplantandharvestjustlikearealfarmer.
.
.
Wefoundmorethingstotalkaboutandfoundmorejoyinourconversation.
.
.
whenIfoundthatmyfather'scropsweremature,Iwouldremindhimtogatherthem.
IfIwereathome,Iwouldtellhimin‐person,else,Iwouldgivehimacall.
.
.
InChinese,"joy愉快"meanshappiness欢乐,andlightheartedness轻松.
ThisexampleshowshowonlinegamelikeQQFarmprovidesnewwayswhichpleasantconversationcanhappenamongfamilymembers.
Atthesametime,whendailyconversationbecomesintense,gamingactivitiescanactaspretextsandreasonsformakingphonecallstofamilymembers.
Forlocalfamilies,thebarriersinmaintainingclosefamilytiesarenotduetothelackofface-to-faceinteractions,butratherduetodifferencesinvaluesbetweenthetwogenerations.
Inthissituation,gamespaceallowsbothpartiestoengageinconversationswherethesedisagreementsneednotarise.
InfluencesofSocialNetworkingGameonFamilyRelationship259Evenforlocalfamiliesthathavewell-maintainedfamilyties,QQFarmcanenrichsharedfamilytime.
Wangisaretiredmotherwithtwoadultdaughters.
InWang'sexperience,QQFarmreinforcestheirexistingfamilyties.
Wang,63yearsold,livinginWuhancity:OurfamilymemberswereallplayingQQFarm.
.
.
everytimemydaughtersandtheirfamiliescamevisit,wesharedtipsonhowtoplaythegame.
.
.
mygrandchildwouldsometimesjoinus[athercomputer]toplaytogether.
.
.
thisgamefascinatedeveryoneinourfamily!
InWang'scase,herchildrenandgrandchildplayedwithherandsharedtheexperiencesthatoccurredinthegamespaceinreal-lifeinteractions.
Theuseofasharedcomputercontributestothebuildingoffamilytiessincefamilymembershavereasonstooccupythesameroomandtalk.
HeretheQQFarmgamewasintegratedintofamilytime,andturnedintoanewfamilyactivity.
5.
3OnlineGameServesasanAwarenessSystemforRemoteFamilyMembersUnlikelocalfamilies,remotefamiliesarenotabletoseeeachotheronadailybasis.
Familymembersmayalsoliveindifferenttimezonesmakingithardertomakephonecalls.
Inthiscase,familyinteractionsmayrelyoneitherthecommonleisuretimetheyhaveoronasynchronouscommunicationthathappensinfrequently.
Resonatingwiththisstudy[29],non-playingfamilygroupslivingatlong-distancesfromeachotheralsoreportedthechallengeofstayingconnectedandmaintainingclosefamilytieswitheachother.
Comparedwiththenon-playfamilies,dual-playfamiliesusethesharedgamespacesasanotherwaytointeractwithfamilymembers.
Inotherwords,gameplayisturnedintoafamilyinteractionthattiesfamilymembersclosertogether.
ZhangisamotherwhowasproudthatbothhersonanddaughterwereattendinggraduateschoolsintheUnitedStates.
DuetothetimedifferencesbetweentheUSandChinaAsaresult,Zhangcouldnotmakeasmanyphonecallswithherchildrenasshehadliked.
WhenZhanghadfreetime,hersonanddaughterwerestudyingintheschools;andwhenherchildrenwerefree,Zhangwasworkingathercompany.
Despitethesebarriers,ZhangmanagedtoconnectwithherchildrendailythroughQQFarm.
Zhang:mother,57yearsold,livinginWuhancity:Lastyear,mysonanddaughterwenttotheUS.
Imissedthemverymuch.
.
.
Wheneverwemetinthefarms,Ifeelthattheywerejustnexttome.
.
.
AttimesIwouldbetoobusytomanagemyfarmandmychildrenwouldhelpmeinthegamespace,andthatmakesmehappy.
ParentslikeZhangfindsocialconnectionswiththeirchildrenwhentheirchildrenvisittheirfarms.
Thefarms,assharedvirtualspaces,allowplayerstoperformactivitiesthatgreatlyaffecteachotherbeyondthegamespace.
Zhangperceivesthehelpfulactionsinthegametoberepresentativeofhowmuchherchildrencareforher.
Inthiscase,familytiesarestrengthenedthroughseeminglytrivialgameactivities.
Becauseofitsasynchronousnature,thisgameplayisabletoenrichotherwiseintermittentfamilyinteractions,whentheseotherformsofinteractionsbecomemoredifficult.
260J.
Wen,Y.
M.
Kow,andY.
ChenThegamespacegivesremotefamilymemberstheopportunitytoobserveeachother'sonlineactivities.
Andinterestingly,thisonlineobservationhadallowedmanyparticipantsstaycognizantoftheirfamilymembers'activitiesinreal-life.
Jean,aPh.
D.
studentofcomputersciencetoldushowshewouldknowwhereherfatherwas.
Jean,daughter,28yearsold,livinginCalifornia:Ilovetoguessatwhatmyfatherisdoingbyexamininghisactivitylog.
.
.
forinstance,whenhewentonbusinesstrips,hisfarmwouldbecomeunattendedforawhile…IflaterIfoundhisfarmgetscleanedup,cropsgathered,andnewcropssown,Iknowthathehadcomebackhome.
.
.
ForJean,thegamespaceallowshertoguessfather'sreal-lifedailyactivitiesbasedonhisgameactivities.
Inthissense,theuseofonlinegamingisturnedintoasystemthroughwhichplayersareabletostayawareofeachother'sdailylife[21].
LikeDigitalFamilyPortrait[23],ourstudysuggeststhatthegamespacealsohasthepotentialtodeliverawarenessinformationamongstfamilymembers,althoughinalessdirectmanner.
Inthegamespace,apersoncanidentifyanotherplayer'sdailygameroutinestodiscoveratypicalbehaviorsthatmaybeinfluencedbyaneventthathashappenedinreal-life.
Ourparticipantshadnotfoundsuchobservationstobeinvasiveoftheirprivatelife.
Butrather,theywerealternatewaysforfamilymemberstocareforeachother.
SomestudieshavefoundthatworkingchildrenhavetreatedcommunicationdevicessuchastheDigitalFamilyPortraitasareplacementfortheoccasionalphonecall[23].
However,wehavenotfoundthistobeaproblemforonlinegamessuchasQQFarm.
Thewayofinteractingwithfamilymemberscanalsobeusedpurposelytodelivercertaininformation.
Yong,anelderlymotherlivinginthecountryside,createdapersonalizedmessageonherfarmtoshowhowshemissedherson.
Yong,mother,64yearsold,livinginHubeiprovince:Ibelievedthisfarmcanconveyemotionalfeelings.
.
.
Ichangedthenameofmyfarmto"comehomewheneveryoucan"看常回家看看.
Ihopedmysonwouldcomehomeasoftenashecan.
Iknowthatheisbusy[withschoolwork]soIdonotwanttotellhimtoodirectly[orhemaygetdistracted].
Fig.
4.
ThebulletinboardinYong'sfieldInfluencesofSocialNetworkingGameonFamilyRelationship261AsshowninFigure4,Yong'spersonalizedmessageindicatedthatshehadwishedthathersonwouldvisithermorefrequently.
However,Yonghadalsowantedtoavoidbringingupherfeelingsintelephonecallsforitmaybecomeanemotionalburdenforherdistantson.
Asaresult,sheusedQQFarmasasystemtodeliverthismessagesubtly.
Inthiscase,thegamespacewasusedtodelivermessagesthatmaybetoosensitivetobringupindirectconversation.
Asdescribedinthissection,onlinegamingcanconnectdistantfamilymembers.
Inaddition,thegamespacealsoallowsfamilymemberstostaycognizantofeachother'sreal-lifeactivities.
QQFarmcanalsobeusedtoconveyinformationthatisinappropriateindirectconversation.
6DiscussionInsummary,ourresearchsuggeststhatonlinegamescanbolsterintergenerationalrelationships.
Onlinegamingcansupportintergenerationalrelationshipsintwoprimaryways.
First,itgeneratesnewconversationaltopicsforlocalfamilies.
Second,itcanbeusedtotrackthereal-lifeactivitiesoffamilylivingatadistance.
Inthissection,wediscusshowonlinegamescanreinforceexistingfamilyrelationships.
Onlinegamesbecomecommonconversationaltopicsforbothparentsandadultchildren.
Whengameactivitiesbecomeafamilyconversationtopic,thetensioncausedbygenerationgapsishiddenbeneaththeengagementofgameplay.
Whenfamilymembersliveapart,commonconversationtopicsmaybedifficulttoestablishbetweenintergenerationalfamilymembers,sincetheymayhaveveryfewcommondailyactivitiestoshare.
Discussingonlinegamesoftenignitesfruitfulconversationsthateventuallystrengthenintergenerationalrelationships.
Thesecondfindingisthatonlinegamescanactasanawarenesssystemtokeepfamilymembersinformedabouteachother'sdailyactivities,sincereal-lifedailyroutinesareoftenreflectedinonlineactivitypatterns,e.
g.
,ifJean'sfatherchangesareal-lifeactivity,hisonlineactivityislikelytobeaffectedaswell.
AswesawinYong'sstory,onlineactivitycanalsobemanipulatedtoexpressunspokenneedsorconcernstofamilymembers.
Furthermore,onlinegamesprovideawarenessinformationforfamilymembersthataregeographicallydistributed.
Itiscriticalforfamilymemberstoco-constructasharedvirtualspacethatkeepsloggingactivitiesthatcanbeseenbyeachother.
Asharedvirtualspaceprovidesopportunityforplayerstoleavetracesofactionsthatareassociatedwiththeirreal-lifeactivities.
Onlinetraces,suchaswhenandwhattheotherfamilymemberwasengagedin,canbeextrapolatedintoanawarenesssystemofaplayer'sreal-lifeactivity.
Thefirstfindingsuggeststhattheimportanceofdesigningagamespacethatisacceptablebybothgenerations.
Gameswiththemesthatareperceivedbyolderparentsas"healthy"aremorelikelytobeadoptedasafamilyplayplatform.
QQFarmisconsideredahealthyandeducationalenvironmentsinceparentsbelievetheirchildrencanlearnagricultureandbotanyknowledgethroughgameplay.
Theplayfulactivitiesembeddedinthegamearouseparticipants'interestsinthegameandsustaintheirinterpersonalinteractionsthataremediatedthroughthegameplay.
262J.
Wen,Y.
M.
Kow,andY.
ChenInQQFarm,twofeaturesallowplayerstotracegameactivitiesonline:theactivitylogandthemessageboard.
Theactivitylogautomaticallyrecordsactivitiesassociatedwithacertainfarm;andthemessageboardcanbeusedasaproactivecommunicationtoolforplayerstopassoninformationtootherplayersintentionally.
Ourfindingssuggestthatbothfeaturescanhelpfamilymembersbecomemoreawareofeachother'sactivities.
Forfamilymemberslivingapart,thegamekeepsthemawareofsomeoftheirremotemembers'activities,butalsoaugmentsandenrichesexistingcommunications,suchasincreasingthechancesoftelephoneconversationsaswelltheconservationtopics.
Beyondfamilymembers,closelyconnectedplayersinothersocialrelationshipscanalsoextrapolateeachother'sreal-lifeactivitiesfromtheirvirtualactivitypatterns,suggestingthatonlinegamesmaysimilarlyaugmentotherreal-liferelationshipswhensocialandculturalbarriershinderotherformsofcommunications,suchasinsomecorporateworkgroups.
7ConclusionThepaperhighlightshowonlinegamescansupportintergenerationalrelationships.
Onlinegamescanservetostrengthensocialbondsunderneaththepretenseofonlinegameplay.
Onlinegamescanalsoserveasanawarenesssystemtohelpderiveremotefamilymember'sreal-lifeactivities.
Buttoachievethesebenefits,designersneedtodevelopagamethatappealstoplayersofwidelyvariedagesandbackgrounds.
Someofthedesignconsiderationsthatmakeagametrulyintergenerationalinclude:requiringminimaleffortyetscalabletoothercommittedplayers,containingthemesthatappealtouserofallages,andprovidingfeaturessuchasactivitylogandmessageboardthatcaptureonlineactivitiesandcommunication.
References1.
Flew,T.
,Humphreys,S.
:Games:Technology,Industry,Culture,NewMedia:anIntroduction,2ndedn.
,pp.
101–114.
OxfordUniversityPress,SouthMelbourne(2005)2.
Castells,M.
:TheInternetGalaxy,pp.
9–35.
OxfordUniversityPress,Oxford(2001)3.
Nardi,B.
,Harris,J.
:Strangersandfriends:collaborativeplayinworldofwarcraft.
In:Proc.
CSCW2006(November4–8,2006)4.
Williams,D.
,Ducheneaut,N.
,Xiong,L.
,Zhang,Y.
,Yee,N.
,Nickell,E.
:FromTreeHousetoBarracks:TheSocialLifeofGuildsinWorldofWarcraft,GamesandCulture,vol.
1(4)(October2006)5.
Voida,A.
,Greenberg,S.
:Wiiallplay:Theconsolegameasacomputationalmeetingplace.
In:ProceedingsoftheACMSIGCHIConferenceonHumanFactorsinComputingSystems(CHI2009),Boston,Massachusetts,April4-9,pp.
1559–1568.
ACMPress,NewYork(2009)6.
Ducheneaut,N.
,Yee,N.
,Nickell,E.
,Moore,R.
J.
:"Alonetogether"Exploringthesocialdynamicsofmassivelymultiplayeronlinegames.
In:CHI2006:ProceedingsoftheACMConferenceonHuman-FactorsinComputingSystems.
ACMPress,NY(2006)7.
Nardi,B.
:MyLifeasaNightElfPriest:AnAnthropologicalAccountofWorldofWarcraft.
DigitalCultureBooks,AnnArbor(2010)InfluencesofSocialNetworkingGameonFamilyRelationship2638.
Sheng,X.
,Settles,B.
H.
:IntergenerationalRelationshipsandElderlyCareinChina:AGlobalPerspective.
CurrentSociology54,293(2006)9.
Goh,E.
C.
L.
,Kuczynski,L.
:'Onlychildren'andtheircoalitionofparents:ConsideringgrandparentsandparentsasjointcaregiversinurbanXiamen.
AsianJournalofSocialPsychology13,221–231(2010)10.
Chen,X.
,Silverstein,M.
:IntergenerationalSocialSupportandthePsychologicalWell-BeingofOlderParentsinChina.
ResearchonAging22(1),43–65(2000)11.
Silverstein,M.
,Cong,Z.
,Li,S.
:IntergenerationalTransfersandLivingArrangementsofOlderPeopleinRuralChina:ConsequencesforPsychologicalWell-Being.
J.
GerontolBPsychol.
Sci.
Soc.
Sci.
61(5),S256–S266(2006)12.
ThereportofQQFarmfromChinesewebsiteNetEase(163.
com),http://tech.
163.
com/10/0730/11/6CR9G68A00094IL6.
html(retrievedSeptember18,2010)13.
ThereportofQQFarmfromChinesewebsiteduowan.
com(retrievedSeptember18,2010),http://web.
duowan.
com/1004/136290607498.
html14.
Alex,G.
,Kate,L.
:JustLiketheQingEmpire.
InternetAddiction,MMOGs,andMoralCrisisinContemporaryChi,GamesandCulture3(1),59–75(2008)15.
Glei,D.
,Landau,D.
,Goldman,N.
,Chuang,Y.
L.
,Rodriguez,G.
,Weinstein,M.
:Participatinginsocialactivitieshelpspreservecognitivefunction:ananalysisofalongitudinal,population-basedstudyoftheelderly.
Int.
J.
Epidemiol34,864–871(2005)16.
Lindtner,S.
,Mainwaring,S.
,Dourish,P.
,Wang,Y.
:SituatingProductivePlay:OnlineGamingPracticesandGuanxiinChina.
In:Proceedingsofthe12thIFIPTC13InternationalConferenceonHuman-ComputerInteraction:PartI,pp.
328–341(2009)17.
Kow,Y.
M.
,Nardi,B.
:CultureandCreativity:WorldofWarcraftModdinginChinaandtheU.
S.
In:Bainbridge(ed.
)OnlineWorlds:ConvergenceoftheRealandtheVirtual.
Springer,London(2009)18.
Khoo,E.
T.
,Lee,S.
P.
,Cheok,A.
D.
,Kodagoda,S.
,Zhou,Y.
,Toh,G.
S.
:AgeInvaders:socialandphysicalintergenerationalfamilyentertainment.
In:Proc.
CHI2006,pp.
243–247.
ACMPress,NewYork(2006)19.
Hilary,D.
,Frank,V.
,Peter,F.
,Martin,G.
,Steve,H.
:"IWishWeCouldGetTogether":ExploringIntergenerationalPlayacrossaDistanceviaa'MagicBox'.
JournalofIntergenerationalRelationships(2008)20.
Voida,A.
,Carpendale,S.
,Greenberg,S.
:TheIndividualandtheGroupinConsoleGaming.
In:Proceedingsofthe2010ACMConferenceonComputerSupportedCooperativeWork,Savannah,Georgia,USA,pp.
371–380(2010)21.
Romero,N.
,Markopoulos,P.
,Baren,J.
,Ruyter,B.
,Jsselsteijn,W.
,Farshchian,B.
:ConnectingtheFamilywithAwarenessSystems,PersonalandUbiquitousComputing,vol.
11.
Springer,Heidelberg(2006)22.
Tee,K.
,Brush,A.
J.
B.
,Inkpen,K.
M.
:Exploringcommunicationandsharingbetweenextendedfamilies.
InternationalJournalofHuman-ComputerStudies67(2),128–138(2009)23.
Rowan,J.
,Mynatt,E.
D.
:DigitalFamilyPortraitFieldTrial:SupportforAginginPlace.
In:Proc.
CHI2005,pp.
521–530.
ACMPress,NewYork(2005)24.
Tejinder,K.
J.
,Carman,T.
K.
,Neustaedter,C.
,Andrew,F.
,Kurtz,A.
F.
:TheFamilyWindow:TheDesignandEvaluationofaDomesticMediaSpace.
In:Proc.
CHI2010:WeAreFamily,pp.
2361–2370.
ACMPress,Atlanta(2010)25.
Brush,A.
J.
,Inkpen,k.
,Tee,k.
:SPARCS:exploringsharingsuggestionstoenhancefamilyconnectedness.
In:Proc.
CSCW2008,Savannah,Georgia,USA,pp.
629–638(2008)264J.
Wen,Y.
M.
Kow,andY.
Chen26.
Lindley,S.
E.
,Harper,R.
H.
R.
,Sellen,A.
:DesigningaTechnologicalPlayground:AFieldStudyoftheEmergenceofPlayinHouseholdMessaging.
In:Proc.
CHI2010:WeAreFamily,Atlanta,GA,USA(April10–15,2010)27.
Boyd,D.
,Ellison,N.
:SocialNetworkSites:Definition,History,andScholarship.
JournalofComputer-MediatedCommunication13(1)(2007)28.
Glaser,B.
G.
,Strauss,A.
L.
:Thediscoveryofgroundedtheory:Strategiesforqualitativeresearch.
AldinedeGruyter.
,Hawthorne,NY(1967)29.
Cao,X.
,Abigail,S.
,Brush,A.
J.
,David,K.
,Darren,E.
,Ding,X.
:UnderstandingFamilyCommunicationacrossTimeZone.
In:Proc.
CSCW2008,Savannah,Georgia,USA,pp.
155-158(2008)

pacificrack:$12/年-1G内存/1核/20gSSD/500g流量/1Gbps带宽

pacificrack在最新的7月促销里面增加了2个更加便宜的,一个月付1.5美元,一个年付12美元,带宽都是1Gbps。整个系列都是PR-M,也就是魔方的后台管理。2G内存起步的支持Windows 7、10、Server 2003\2008\2012\2016\2019以及常规版本的Linux!官方网站:https://pacificrack.com支持PayPal、支付宝等方式付款7月秒杀VP...

特网云-新上线香港五区补货资源充足限时抢 虚拟主机6折,低至38元!

官方网站:点击访问特网云官网活动方案:===========================香港云限时购==============================支持Linux和Windows操作系统,配置都是可以自选的,非常的灵活,宽带充足新老客户活动期间新购活动款产品都可以享受续费折扣(只限在活动期间购买活动款产品才可享受续费折扣 优惠码:AADE01),购买折扣与续费折扣不叠加,都是在原价...

justhost:“第4次VPS测评”,8.3元/月,200M带宽,不限流量,KVM虚拟,4个俄罗斯机房应有适合你的

justhost.ru官方来消息说已经对网络进行了比较全面的优化,针对中国电信、联通、移动来说,4个机房总有一个适合中国用户,让站长进行一下测试,这不就有了这篇有关justhost的VPS的第四次测评。本帖主要关注的是网络,对于其他的参数一概不管! 官方网站:https://justhost.ru 最低配VPS:8.3元/月,KVM,512M内存,5G硬盘,200M带宽,不限流量 购买链接:...

sns网站有哪些为你推荐
操作httpdestoondestoon多少人是从PHP168过来的啊?Destoon的B2B很好,强烈支持你们asp.net空间哪里可以申请asp空间的?企业信息查询系统官网我公司注册不久,如何在网上查询到163yeah网易的163,126,yeah邮箱有什么不同?阅读http什么是通配符什么是直女癌?财务单据会计的单据怎么写repaired电脑蓝屏,出现Your PC needs to be repaired. 要怎么重装系统顽固木马专杀工具哪个可以专杀顽固木马病毒的?
动态域名 长沙域名注册公司 vps优惠码 看国外视频直播vps cybermonday 新世界机房 cpanel主机 webhosting 天猫双十一秒杀 回程路由 网站实时监控 空间服务商 华为4核 e蜗牛 太原联通测速平台 193邮箱 免费mysql 怎样建立邮箱 789电视 重庆双线服务器托管 更多