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Go to shop › Sociology - Media, Art, Music

Actor Models and Digital Natives

An Empiric Research Approach for Online Communities

Title: Actor Models and Digital Natives

Master's Thesis , 2010 , 110 Pages , Grade: 1,0

Autor:in: Dr. Tobias Fritsch (Author)

Sociology - Media, Art, Music

Excerpt & Details   Look inside the ebook
Summary Excerpt Details

This thesis evaluates the role of actor models with regard to the changes in virtual environments. The most commonly used actor models, the homo economicus and the homo sociologicus as well as the emotional man and several less popular models are compared with regard to their level of explanation for behavior in virtual environment. In this context online communities (i.e. gaming communities) are observed.

The research framework and the structural conception of the measurement also are explained in detail. A significant share of the input is based onto qualitative interviews with eight different digital natives, who share a common computer gaming affinity. The analysis includes qualitative interviews with these e-athletes concerning their behavior within online communities. These interviews contain interesting findings about their motivation, especially the difference between virtual and real world social relationships.

The analysis shows interesting results, since the players differentiate in between their role as an e-athlete versus their role as a person. This leads to a multi-causal influence for their behavior, which cannot sorely be explained with a single influence factor. Neither the homo economicus nor the homo sociologicus thus can explain their behavior on its own. Therefore this thesis discusses methods to improve the current models in order to adopt behavioral changes through virtual environments. A trade-off between the most commonly models is given. Afterwards the results of the analysis are compared to the statements of the interview partners. These interviews indicate a strong personal influence from the environment on the role of a private person. Additionally the behavior as an e-athlete is also influenced by logical decisions, which can be modeled through the homo economicus.

Excerpt


Table of Contents

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

Research Objectives and Themes

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.

  • Evaluation of actor models in virtual environments.
  • Analysis of social interactions among e-athletes.
  • Comparison of rational, social, and emotional influence factors.
  • Methodological framework for combining actor models.
  • Application of ego-centered network analysis to virtual communities.

Excerpt from the Book

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.

Chapter Summaries

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.

Keywords

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.

Frequently Asked Questions

What is the core focus of this research?

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.

Which specific actor models are analyzed?

The work focuses on the homo oeconomicus (rational actor), the homo sociologicus (norm-oriented actor), and the emotional man (emotion-driven actor).

What is the primary objective?

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.

Which methodology is applied?

The study uses a mixed-methods approach, combining quantitative ego-centered network analysis with qualitative in-depth interviews of eight e-athletes.

What does the main body of the work address?

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.

Which keywords best characterize this work?

Key terms include actor models, digital natives, online communities, social interaction, network analysis, and virtual behavior.

How does the author categorize the digital native group?

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.

What are the findings regarding the emotional man model?

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.

How is trust defined for the network analysis?

Trust is operationalized as the subjects' stated willingness to lend in-game money (which possesses real-world value) to their contacts within the community.

Excerpt out of 110 pages  - scroll top

Details

Title
Actor Models and Digital Natives
Subtitle
An Empiric Research Approach for Online Communities
College
University of Hagen
Grade
1,0
Author
Dr. Tobias Fritsch (Author)
Publication Year
2010
Pages
110
Catalog Number
V163758
ISBN (eBook)
9783640787340
ISBN (Book)
9783640787562
Language
English
Tags
Digital Natives Actor Models Homo Oeconomicus Homo Sociologicus Emotional Man Internet Social Communities Online Gaming Online behaviour
Product Safety
GRIN Publishing GmbH
Quote paper
Dr. Tobias Fritsch (Author), 2010, Actor Models and Digital Natives, Munich, GRIN Verlag, https://www.hausarbeiten.de/document/163758
Look inside the ebook
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Excerpt from  110  pages
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