مطالعه ای مردم نگارانه: تفسیر جوانان از بازی مافیا (مقاله علمی وزارت علوم)
درجه علمی: نشریه علمی (وزارت علوم)
آرشیو
چکیده
بازی مافیا در چند سال اخیر از محبوبیت وافری در میان عموم برخوردار شده است. هدف از پژوهش حاضر دستیابی به تفاسیری است که جوانان از بازی مافیا و نقش ها و کنش های آن دارند. پژوهش حاضر از نوع پژوهش کیفی و روش اصلی این پژوهش، روش مردم نگاری از نوع مردم نگاری تفسیری بوده است. فرایند انتخاب جامعیه همتا در این تحقیق از نوع گلوله برفی صورت گرفته است. تکنیک استفاده شده در این نوشتار، مشاهده با رویکرد امیک و اتیک به عنوان فن اصلی مردم نگاری و مصاحبیه عمیق بوده است. مراحل تجزیه وتحلیل داده ها با رویکردی تفسیری و با بهره گیری از اثر جولین م مرچیسن (Julian M. Murchison) انجام گرفته است. همچنین باتوجه به ادبیات نظری محدود در این حوزه، گاهی سعی شده است، ازنظریات موجود برای مقوله بندی ها استفاده شود. در مرحلیه آخر چون همیه مقوله ها در چند نظریه توضیح پذیر نبود، بیشتر سعی شد تحلیل نهایی را با گرایش تفسیری به واسطیه خود مقوله ها صورت بندی کنیم. از نتایج به دست آمده 8 مقولیه اصلی استخراج شد. در ارتباط با هدف اول پژوهش 4 مقوله به دست آمد که عبارت است از: بی مکانی/بی زمانی یک سرگرمی جهانی، نمادانگاره هایی از جامعه و فارغ از آن، مافیا تصعید واقعیت، خانواده محوری. در ارتباط با هدف دوم پژوهش 4 مقوله به دست آمد که عبارت است از: نماد انسان عصر جدید، بازی گردان، مجری حاکمیت کاریزماتیک/عقلانی در شهر، تقدس و تقدس زدایی از فرد، استراتژی حاکم بر بازیگران: سکوت، اجماع ، قانون. نتایج تحقیق نشان داد که تفاسیر مختلفی از بازی مافیا و نقش ها و کنش های آن وجود دارد که به زندگی واقعی در شهر نزدیک است. بازی مافیا همچون زندگی اجتماعی، صحنیه نقش های مختلف است که براساس جایگاه افراد و توانایی های هر نقش اداره می شود. این بازی دارای عناصری است که شیویه تعاملات اجتماعی افراد در جهان و جامعه را بازنمایی می کند. جوانان تفاسیری از بازی دارند که مرتبط با دیدگاه و تجربیه آنان از شکل زندگی در جامعه است. به کمک شناخت این عناصر، می توان به درک دیدگاه های اجتماعی-سیاسی جوانان از نقش ها و کنش های واقعی در جامعه نزدیک شد.Exploring Youth Interpretations of the Mafia Game: An Ethnographic Study
Introduction
The Mafia or Werewolf game is a group reasoning game designed for more than 5 players. In this game, each participant assumes a role and players compete as two groups: the mafia and the citizens. This game was chosen for this study due to its overlap with the socio-political elements present in urban life. From this perspective, the game's structure—featuring an informed minority and an unaware majority—offered insights that resonated with young people's perceptions of their societal realities. It is important to clarify that our intention was not to impose a singular interpretation on reality or reduce society to mere gameplay. Rather, we recognized that games could be viewed as social phenomena that both reflected and influenced social life, expressing societal thoughts and underlying meanings. To date, there appears to be a lack of research focused on the dimensions of the Mafia game and players' interpretations of its social elements, highlighting the need for this study. We currently lack insight into how young players and spectators interpret the Mafia game. Therefore, we sought to answer the following questions: What interpretations do young people have of the Mafia game? How do they understand its roles and actions in relation to social life?
Materials & Methods
This research employed a qualitative approach, primarily utilizing the ethnographic method of interpretive ethnography. The peer community was selected through a snowball sampling technique. Data collection involved observations using both emic and etic perspectives complemented by in-depth interviews. Data analysis was conducted through an interpretative lens, drawing on the work of Julian M. Murchison. Given the limited theoretical literature in this area, existing theories were occasionally referenced for categorization. In the final stage, as not all categories could be adequately explained by existing theories, we formulated the final analysis with an interpretive focus based on the categories themselves.
Discussion of Results & Conclusion
From the analysis, 8 main categories emerged. In relation to the 1st research objective, the following 4 categories were identified: the placelessness/timelessness of global entertainment, the game as a symbol of societal ideas distinct from reality, the mafia as a sublimation of reality, and family-oriented themes. For the 2nd objective, 4 additional categories were extracted: the symbol of the modern man, the game director, the executor of charismatic/rational authority within the city, and the sanctity and de-sanctification of the individual, along with the strategies governing interactions: silence, consensus, and law. The findings indicated that there were varied interpretations of the Mafia game, its roles, and actions, which closely paralleled real-life experiences in urban settings. Much like social life, the Mafia game presented a landscape of diverse roles that were managed according to individuals' positions and abilities. The elements of the game reflected the nature of social interactions among individuals in society. Young people interpreted the game in ways that resonated with their perspectives and experiences of life in their communities. Understanding these interpretations could enhance our comprehension of the socio-political views held by young people regarding their actual roles and actions in society.
Consequently, the Mafia game provided a valuable opportunity for research within the social sciences. The presence of various socio-political archetypes in the game offered a rich context for understanding the actions and interpretations of different groups across diverse economic, social, political, and cultural landscapes. What strategies did these groups prefer when confronting challenges? How did they navigate conflicts of interest? Did they reach mutual understanding? Was there a perceived need for a controlling figure to manage the city within the collective unconscious? Or did ongoing criticism of power compel groups to assume responsibility and collaborate, thereby legitimizing rational-legal authority? For these reasons, the Mafia game served as an apt space for exploring socio-political issues both in the global arena and within specific societies.