Before Entering Games: The Base and Accessibility of Games

L. Park
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Abstract

Virtual reality is often considered a space independent of reality. A typical example of virtual reality is digital games. However, digital games can only run when there is a machine with an electrical signal. In addition, space for the machine to be installed is also essential. Until now, game studies have mainly dealt with the inside of the game based on the media attributes of the game. The outside of the game, for example, space or machines that form the physical foundation, has not received much attention. Before talking about the process of entering the game, discussions have already begun since accessing virtual reality. This study aims to showcase the barriers to entry in the game culture that is considered open to everyone and to urge research interest. We have chosen this approach as if we only discuss the difficulties after entering the game without imagining the process that has taken place beforehand, it will be difficult to see the inequality. Gaming is also a mobility phenomenon because it moves from reality to virtual reality. Kaufmann’s concept of motility is used as the theoretical background to explore this problem. By collecting and reading various previous studies such as mobility infrastructure, the digital divide, and the context of domestication of game consoles, this research aims to reveal the realistic conditions of virtual reality considered transparent today.
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在进入游戏之前:游戏的基础和易用性
虚拟现实通常被认为是一个独立于现实的空间。虚拟现实的一个典型例子是数字游戏。然而,数字游戏只有在有电子信号的机器时才能运行。此外,安装机器的空间也是必不可少的。到目前为止,游戏研究主要是基于游戏的媒介属性来研究游戏的内部。游戏的外部,例如构成物理基础的空间或机器,并没有受到太多关注。在谈论进入游戏的过程之前,自从进入虚拟现实以来,已经开始了讨论。这项研究的目的是展示对所有人开放的游戏文化的准入障碍,并激发研究兴趣。我们之所以选择这种方法,是因为如果我们只在进入游戏后讨论困难,而不去想象之前发生的过程,那么就很难看到不平等。游戏也是一种移动性现象,因为它可以从现实移动到虚拟现实。本文以考夫曼的能动性概念为理论背景来探讨这一问题。通过收集和阅读各种先前的研究,如移动基础设施、数字鸿沟和游戏机驯化的背景,本研究旨在揭示当今被认为是透明的虚拟现实的现实条件。
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