Video games through the refrain: Innovation and familiarity

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2020-10-01 DOI:10.1386/JGVW_00020_1
Sian Tomkinson
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Abstract

The video game market is dominated by numerous franchises and many players lament that games are becoming boring and repetitive. However it is evident that players desire these games, which sell well. This article suggests that Deleuze and Guattari’s refrain can help explain why players desire repetition in games, and what kinds of risks and potentials it can provide. Specifically, in regard to gameplay I consider elements including genre and mechanics, and player’s desire to re-experience games. To explore repetition in players I consider game communities and the gamer identity, which can open up players to difference or encourage restriction. I argue that understood through the refrain, repetition in video games has the potential to generate difference, innovation and connections, but also possibly a closing off. The refrain is a useful tool for games studies and industry workers who are interested in understanding how new experiences can emerge from repetition.
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电子游戏通过副歌:创新和熟悉
电子游戏市场由众多的特许经营权主导,许多玩家哀叹游戏变得无聊和重复。然而,很明显,玩家渴望这些游戏,这些游戏卖得很好。这篇文章表明,德勒兹和瓜塔里的副歌可以帮助解释玩家为什么希望在游戏中重复,以及它可以提供什么样的风险和潜力。具体来说,在游戏性方面,我考虑的因素包括类型和机制,以及玩家重新体验游戏的愿望。为了探索玩家的重复性,我考虑了游戏社区和玩家身份,这可以让玩家产生差异或鼓励限制。我认为,通过副歌可以理解,电子游戏中的重复有可能产生差异、创新和联系,但也可能是一种终结。副歌对游戏研究和有兴趣了解重复如何产生新体验的行业工作者来说是一个有用的工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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