Játékmotivációs és identitásprojekciós kérdések az online szerepjátékok névadásának hátterében
Kulcsszó: K+F tárgyszavak::2 Humán tudományok::2.4 Nyelvtudomány::2.4.2 Nyelvészet::220.127.116.11 Névtudomány
Identity Projection, Player Motivation and Character Names of an Online Roleplaying Game My preceding researches regarding the character names and naming process of massively multi-player online roleplaying games posedmultiple questions and contradictions. The names were some-times motivated by the players (just like self-naming), at other times by the characters themselves (un-like self-naming), in many cases, both. Also, while research showed the majority of players attempting to choose names that are widely accepted, the conditions of acceptance were contradictory. It is even more surprising that the players’ own taste and expectations foretell neither the accepted nor the cho-sen character names. What is it then, that indicates the players’ name choices? In my earlier papers I gave speculative answers to these questions about the differences of play-er-character relations, playstyles and, based on these, naming norms, noting that they need more re-search to be verified. Now I’m trying to take the next step by presenting international results that may relate to namegiving. The researches of BARTLE, NICK YEE and the Hungarian DOBÓ BALÁZS and GUTLÉBER CSABA on identity projection and player motivation could serve as basis for subsequent re-search to answer the question: how and why do players name their characters the way they do?