Masterarbeit, 2010
110 Seiten, Note: 1,0
1. Introduction
1.1. Abstract
1.2. Scientific Contribution
1.3. Structure of the Thesis
2. Background
2.1. Motivation
2.2. Scientific Actor Models
2.2.1. Homo Sociologicus
2.2.2. Homo Oeconomicus
2.2.3. Emotional Man
2.3. Current Internet Evolution
2.3.1. Target Group: Digital Natives
2.3.2. Online Communities: Virtual Meeting points and Third Places
2.3.3. Focus Gaming: E-Athletes and professional Gaming
3. Research Framework
3.1. Influence Factors and Operationalization
3.2. Methodology
3.3. Research Approach
4. Analysis
4.1. Social Network and Results
4.2. Explanatory Value of Actor Models in Online Communities
4.3. Comparison of the Explanatory Value within other Virtual Scenarios
5. Discussion
6. Conclusion and Further Work
7. Appendix
7.1. Existing data from previous scientific approaches
7.2. Data for the approach in this thesis
8. Bibliography
This thesis investigates the explanatory power of sociological actor models—specifically the homo oeconomicus, homo sociologicus, and the emotional man—within modern virtual environments. The primary research question addresses how these models describe individual behavior when applied to the context of online gaming communities and digital natives.
Homo Sociologicus
The first described actor model is the homo sociologicus, which is a norm-oriented explanatory model. Its main explanation for individual behavior relies in the social pressure coming from the environment. The actor him-/herself fulfils a role and is therefore bound onto the expectations of others regarding his duties and commitments. These commitments and the motivation to live up to the expectations are the main driver for the individuum in this model.
The original evolution of the homo sociologicus is based on Durkheim (1885, S 105-140), who argues that social norms and their compulsion affect the individual behavior. The main finding of the text is that a subject is significantly influenced by its commitments. Nonconform behavior leads to negative consequences due to social avengement.
Durkheim argues closely along the norms of a family: “If I meet my duties as a brother, a husband or civilian or if I pay my debts, then I obey the commitments outside of my own person and my sphere of will (…)” (Durkheim, 1885, S. 105). In this quote Durkheim underlines that the person follows a normative paradigm and receives impulses, which generate motivation for individual behavior. These impulses however do not arise from inside the ‘own sphere of will’ rather than from the social environment. Nevertheless the person obeys these expectations. By consequently following this logic, the results state that in the long run the subject follows his/her motivation to minimize social conflicts.
1. Introduction: Outlines the research scope, focusing on the interdisciplinary nature of human interaction in virtual environments and defining the thesis goals.
2. Background: Provides the theoretical foundation by describing major actor models and the evolution of the internet, specifically targeting the digital natives group.
3. Research Framework: Defines the methodology, including the selection of influence factors and the operationalization of actor models for empirical testing.
4. Analysis: Presents the gathered data, covering social network results and an evaluation of the explanatory power of the different actor models in gaming scenarios.
5. Discussion: Critically evaluates the findings and discusses the general usability and limitations of applying sociological actor models to virtual interaction.
6. Conclusion and Further Work: Summarizes the key findings and suggests future research directions concerning the adaptation of actor models to evolving virtual environments.
Actor models, Homo oeconomicus, Homo sociologicus, Emotional man, Digital natives, Online communities, E-athletes, Virtual environments, Social interaction, Network analysis, Motivation, Behavioral theory, Web 2.0, Professional gaming, Virtual goods.
The research examines the effectiveness of traditional sociological actor models in explaining human behavior within virtual environments, using online gaming communities as a case study.
The work focuses on the homo oeconomicus (rational actor), the homo sociologicus (norm-oriented actor), and the emotional man (emotion-driven actor).
The primary goal is to determine how well these theoretical models translate to digital interaction and to develop a methodological framework for maximizing their explanatory power in virtual settings.
The study uses a mixed-methods approach, combining quantitative ego-centered network analysis with qualitative in-depth interviews of eight e-athletes.
It covers the background of current internet evolution, the definition of influence factors, the analysis of empirical data from gaming communities, and a comparative discussion of the chosen actor models.
Key terms include actor models, digital natives, online communities, social interaction, network analysis, and virtual behavior.
Digital natives are identified as individuals born after 1980 who have grown up with digital media and perceive technology as an inherent part of their daily environment.
The research concludes that the emotional man model currently offers the lowest explanatory value for virtual interaction due to the perceived emotional distancing in digital media.
Trust is operationalized as the subjects' stated willingness to lend in-game money (which possesses real-world value) to their contacts within the community.
Der GRIN Verlag hat sich seit 1998 auf die Veröffentlichung akademischer eBooks und Bücher spezialisiert. Der GRIN Verlag steht damit als erstes Unternehmen für User Generated Quality Content. Die Verlagsseiten GRIN.com, Hausarbeiten.de und Diplomarbeiten24 bieten für Hochschullehrer, Absolventen und Studenten die ideale Plattform, wissenschaftliche Texte wie Hausarbeiten, Referate, Bachelorarbeiten, Masterarbeiten, Diplomarbeiten, Dissertationen und wissenschaftliche Aufsätze einem breiten Publikum zu präsentieren.
Kostenfreie Veröffentlichung: Hausarbeit, Bachelorarbeit, Diplomarbeit, Dissertation, Masterarbeit, Interpretation oder Referat jetzt veröffentlichen!

