Masterarbeit, 2010
110 Seiten, Note: 1,0
This thesis investigates the applicability of sociological actor models within the context of virtual environments, specifically online gaming communities. It aims to analyze the motivational factors driving the behavior of digital natives, especially e-athletes, in these virtual spaces.
This thesis examines the application of sociological actor models, such as Homo Sociologicus and Homo Oeconomicus, within the context of virtual environments, particularly online gaming communities. The research focuses on digital natives, e-athletes, and their behavior in these virtual spaces, exploring the influence of motivation and social factors on their interactions. It aims to evaluate the suitability of existing actor models in explaining the dynamics of virtual communities and to contribute to a more nuanced understanding of the impact of technology on human behavior. Key concepts include digital natives, online communities, virtual environments, actor models, motivation, social influence, and e-sports.
It is an actor model that assumes humans act as rational, self-interested agents maximizing their own utility.
The thesis shows that neither "Homo Oeconomicus" nor "Homo Sociologicus" alone can fully explain behavior in virtual worlds; a multi-causal approach is needed.
Interviews reveal that players often differentiate between their professional role as an athlete and their private role as a person, leading to different behavioral patterns.
They serve as virtual meeting points that influence social relationships and provide a space for interaction outside of home and work.
This model focuses on human behavior driven by emotions and psychological factors rather than pure logic or social norms.
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