SOFOGA

The social fabric of virtual life: A longitudinal multi-method study on the social foundations of online gaming

 Coordinatore  

Spiacenti, non ci sono informazioni su questo coordinatore. Contattare Fabio per maggiori infomrazioni, grazie.

 Nazionalità Coordinatore Non specificata
 Totale costo 1˙840˙200 €
 EC contributo 1˙840˙200 €
 Programma FP7-IDEAS-ERC
Specific programme: "Ideas" implementing the Seventh Framework Programme of the European Community for research, technological development and demonstration activities (2007 to 2013)
 Code Call E
 Anno di inizio 2010
 Periodo (anno-mese-giorno) 2010-01-01   -   2014-12-31

 Partecipanti

# participant  country  role  EC contrib. [€] 
1    UNIVERSITAET HOHENHEIM

 Organization address address: Schloss Hohenheim 1
city: STUTTGART
postcode: 70599

contact info
Titolo: Prof.
Nome: Stephan
Cognome: Dabbert
Email: send email
Telefono: 497114590
Fax: 4971150000000

DE (STUTTGART) beneficiary 1˙115˙841.49
2    WESTFAELISCHE WILHELMS-UNIVERSITAET MUENSTER

 Organization address address: SCHLOSSPLATZ 2
city: MUENSTER
postcode: 48149

contact info
Titolo: Mrs.
Nome: Katharina
Cognome: Steinberg
Email: send email
Telefono: 492518000000
Fax: 492518000000

DE (MUENSTER) hostInstitution 724˙358.51
3    WESTFAELISCHE WILHELMS-UNIVERSITAET MUENSTER

 Organization address address: SCHLOSSPLATZ 2
city: MUENSTER
postcode: 48149

contact info
Titolo: Prof.
Nome: Thorsten
Cognome: Quandt
Email: send email
Telefono: 4971150000000
Fax: 4971150000000

DE (MUENSTER) hostInstitution 724˙358.51

Mappa


 Word cloud

Esplora la "nuvola delle parole (Word Cloud) per avere un'idea di massima del progetto.

macro    real    gaming    meso    worlds    micro    life    game    social    virtual    interviews    observations    mainstream    affects    online   

 Obiettivo del progetto (Objective)

Online games have developed into mainstream entertainment: a growing number of gamers communicate and interact in virtual worlds - and spend a good part of their spare time there. However, research has yet to adequately acknowledge this socio-cultural shift toward the mainstream: psychological 'effects' studies and anecdotal case descriptions remain the dominant approaches. The proposed research programme follows a different approach, focusing on the social foundations of online gaming in a holistic way, revolving around the central question of how social order is built and organised in online game environments; i.e., how this affects the so-called 'real life' (the 'out-of-the-game' experience) of the user - and vice versa: how real life affects the experience 'in' the game ('virtual life'). Both the virtual and real lives of the users, as well as the interrelations between the two, will be analysed with reference to social micro-, meso- and macro-levels. The research will start on the macro-level: the first step involves an analysis of the economic and regulatory background to online gaming, based on expert interviews. Overview data on the general status of the social phenomenon will be collected via a survey, using a pre-selected sample drawn from an omnibus study. On the meso-level, the structure of specific user groups will be explored via interviews and observations in real life and in the virtual worlds (immersive research). On the micro-level, the integration of online gaming into the everyday life of individual users will be studied via guided interviews and observations, again both in-game and in real life. All research steps will be repeated using a panel design with three waves, enabling the documentation of temporal changes in this dynamic field.

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