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AMBIENTUM BIOETHICA BIOLOGIA CHEMIA DIGITALIA DRAMATICA EDUCATIO ARTIS GYMNAST. ENGINEERING EPHEMERIDES EUROPAEA GEOGRAPHIA GEOLOGIA HISTORIA HISTORIA ARTIUM INFORMATICA IURISPRUDENTIA MATHEMATICA MUSICA NEGOTIA OECONOMICA PHILOLOGIA PHILOSOPHIA PHYSICA POLITICA PSYCHOLOGIA-PAEDAGOGIA SOCIOLOGIA THEOLOGIA CATHOLICA THEOLOGIA CATHOLICA LATIN THEOLOGIA GR.-CATH. VARAD THEOLOGIA ORTHODOXA THEOLOGIA REF. TRANSYLVAN
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Rezumat articol ediţie STUDIA UNIVERSITATIS BABEŞ-BOLYAI În partea de jos este prezentat rezumatul articolului selectat. Pentru revenire la cuprinsul ediţiei din care face parte acest articol, se accesează linkul din titlu. Pentru vizualizarea tuturor articolelor din arhivă la care este autor/coautor unul din autorii de mai jos, se accesează linkul din numele autorului. |
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STUDIA EPHEMERIDES - Ediţia nr.1 din 2022 | |||||||
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TYPOLOGIES OF SOCIAL STRUCTURES IN VIRTUAL COMMUNITIES – CASE STUDY ON MOBILE PLATFORMS. Autori: ANDREI COSTINA. |
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Rezumat: DOI: 10.24193/subbeph.2022.1.02 Published Online: 2022-06-30 Published Print: 2022-06-30 pp. 43-58 VIEW PDF FULL PDF Abstract: This study (originally published in Romanian) aims to define certain typologies of individuals involved in virtual communities, more specifically in persistent online worlds. In this case the focus is on a case study applied to the platform called state of survival dedicated to the mobile devices segment. It is a platform that combines in one application various types of gaming with several ways of communicating and socializing. The fact that this game has become extremely popular at the beginning of the pandemic correlated with periods of severe lockdown puts it in a unique socio-cultural context which makes it extremely interesting from the point of digital anthropology research. The methodology in use is rather traditional as a set of ethnographic and anthropological tools but adapted to contemporary necessities for studying virtual communities. The aim is to develop a form of social group taxonomy outlining their specific characteristics and eventually even the social norm. The results do not just shape the parameters described above but also involve game mechanics and behavioral patterns as well as the way in which individuals perceive this activity and or their involvement with the virtual world that is correlated with their level of immersion. In this particular context qualitative methods are suitable, but they also have some limitations, it is almost impossible to carry out any statistical research at the level of the general population due to the structure of the platform and the way it functions. On the other hand, one can cover very well certain segments on a very detailed level in order to point out relevant aspects of such virtual worlds. Key words: Digital anthropology, virtual communities, social structures and networks, online platforms, persistent worlds, massively multiplayer online, mobile, digital ethnology, games. |
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