探索与争鸣 ›› 2019, Vol. 1 ›› Issue (10): 148-156.

• 技术与文明 • 上一篇    下一篇

从“游戏社会化”到“社会游戏化”——网络时代的游戏化社会来临

王水雄   

  • 出版日期:2019-10-24 发布日期:2019-10-24

From “Game Socialization” to “Social Gamification” ——The Coming of Game Society in the Network Times

  • Online:2019-10-24 Published:2019-10-24

摘要:

网络时代,人类行为痕迹被书写、留存、纪录、集录、上载、传播、读取、观看、回溯的可能性大为增加。网络空间因“网络游戏”而进一步拓展,人类“个人-社会”关系的基本格局随之而变,“游戏”越来越多地介入其中,形成“个人-游戏-社会”的关系链条,充实乃至部分替代传统的“个人-组织-社会”关系格局。结果是,不仅“游戏”自身被“社会化”,而且呈现出“社会游戏化”的趋势。也即,社会成员的生存及生活内容在网络空间中以特定形式呈现出来,被系统性地纳入“仪式性、比赛性、玩闹性活动”之中。“社会游戏化”会改变人们的信任/信仰结构、权利关系和权力机制,常规组织特别是权力机构对日常生活的掌控能力会有所削弱。这种趋势在给社会心态、文化、组织带来挑战的同时,也带来了新的机遇,包括更为包容的生活方式、多样的组织形式,以及新型研究方法和理论建构。

关键词: 游戏社会化, 社会游戏化, 网络时代, 游戏化社会, 单维大片组织

Abstract:

In the network times, the possibility of human behavior trace being written, preserved, recorded, collected, uploaded, spread, read, viewed and traced is greatly increased. The network space is further expanded due to the “network game”, and the basic pattern of human “individual society” relationship changes accordingly. The “game” is involved in it, forming the “individual-game-society” relationship chain, enriching and even partially replacing the traditional “individual-organization-society” relationship pattern. As a result, not only the game itself is “socialized”, but also the trend of “social gamification”. That is to say, the survival and life contents of social members are presented in a specific form in cyberspace, and are systematically included in “rituals, competitions, and fun activities”. “Social gamification” will change people’s trust / belief structure, right relationship and power mechanism, and the control ability of conventional organizations, especially power institutions, to daily life will be weakened. This trend not only brings challenges to social mentality, culture and organization, but also brings new opportunities, including a more inclusive lifestyle, a variety of organizational forms, as well as new research methods and theoretical construction.

Key words: game socialization, social gamification, network times, game society, one dimensional mass organization