Spectacular Interventions of Second Life
Goon Culture, Griefing, and Disruption in Virtual Spaces
Datos Bibliográficos
| ID | 19544644 |
|---|---|
| Autores | Burcu S Bakioǧlu (0000-0002-3432-7920, Indiana University, autor de correspondencia) |
| Año | 2009 |
| Volumen | 1 |
| Número | 3 |
| Fecha de publicación | 2009-01-17 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Journal of Virtual Worlds Research (JOURNAL) |
| Identificadores de la revista | ISSN: 1941-8477 • E-ISSN: 1941-8477 |
| Editorial | Virtual Worlds Institute, Inc (PUBLISHER) |
| DOI | 10.4101/jvwr.v1i3.348 |
| OpenAlex | W121801666 |
| Idioma | EN |
| Citas recibidas | 15 |
| Referencias citadas | 4 |
Employing game theory and cultural studies in order to make a much needed distinction between grief play (which is a type of game play) and griefing (as a disruptive cultural activity), I argue that griefers in Second Life, who engage in potentially subversive practices which residents recognize as characterizing the activities of subcultures, construct cultural formations, a term developed by Raymond Williams in his book The Sociology of Culture to describe groups that embody looser structures. Claiming that they are causing turmoil for the lulz (or laughs), they treat their activities as mere game play. However, underneath the rhetoric of game play based on targeting those who take the “Internet as serious business,” there exists a cultural phenomenon with serious effects. They not only jam the world’s signification system and subvert the bourgeois taste by spamming the environment with offensive objects (such as penises, swastikas, and communist symbols), but also attack the capitalistic ideology by crashing sims and significant media events, and regularly launching raids in-world which result in causing in-world businesses to lose money, thereby hurting the virtual economy at large
Aesthetics · Art · Ideology · Management · Media studies · Offensive · Political science · Politics · Rhetoric · Sociology · Taste · Digital Games and Media · Impact of Technology on Adolescents · Law · Psychology · Social Media and Politics
Virtuality
Harsh Words and Deeds
Barbarians at the Imperium Gates
A Multi-faceted Approach to Anonymity Online
Role-Playing toward a Virtual Musical Democracy inThe Lord of the Rings Online
“Trump Shit Goes into Overdrive”
Virtual money, practices and moral orders in Second Life
Videogame consumption
A consensual hallucination no more? The Internet as simulation machine
“My Games are … Unconventional”
From Indymedia to Anonymous
Gaming and Extremism
Living with the Virtual
Emitexts and Paratexts
Fragile Avatars
| Obras citantes distintas | 15 |
|---|---|
| Citas por año | 1 |
| Intervalo de citas | 2011 - 2024 (14) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 10 |