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Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames 模拟仿真与印第安战争:通过棋盘战争游戏认识他人
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-06-13 DOI: 10.1177/15554120241261513
Jan Gonzalo-Iglesia
Combining a historical perspective and game studies and using information from the BoardGameGeek online database, we analyze how board wargames simulate the Indian wars and represent Native North Americans. Based on 125 games published between 1960 and 2023, first, we identified the main historical moments reproduced, followed by an iconographic and formal analysis of these games. The conclusions reveal that, like other cultural products (novels, films, or video games), the focus is on the mythical founding moments of the history of the United States, mainly the late 19th-century war on the prairies and conflicts between European powers to gain control of the continent. Despite everything, it is observed that board wargames do not avoid traumatic themes such as raids on settlements and that in recent years there have been dynamics that offer new themes and perspectives dealing with the subject.
结合历史视角和游戏研究,并利用 BoardGameGeek 在线数据库中的信息,我们分析了棋盘战争游戏如何模拟印第安战争和表现北美原住民。基于 1960 年至 2023 年间出版的 125 款游戏,我们首先确定了再现的主要历史时刻,然后对这些游戏进行了图标和形式分析。结论显示,与其他文化产品(小说、电影或视频游戏)一样,这些游戏的重点是美国历史上神话般的建国时刻,主要是 19 世纪末的草原战争和欧洲列强为控制美国大陆而发生的冲突。尽管如此,据观察,棋盘战争游戏并不回避诸如突袭定居点之类的创伤性主题,而且近年来出现了一些提供新主题和新视角的动态游戏。
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引用次数: 0
Auteur Theory and Minor Literature: Meg Jayanth as a Game Auteur 作者理论与小众文学:作为游戏作者的梅格-杰扬斯
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-06-04 DOI: 10.1177/15554120241257007
Filip Jankowski
The auteur theory, when applied to collaborative pieces like digital games, has faced criticism. This article aims to explore the feasibility of reviving the auteur theory by illustrating the work of screenwriter Meg Jayanth as a case study. Assuming that symbolic authorship can be identified through recurrent themes, distinctive game mechanics, and recognizable authorial signatures, Jayanth can be considered an auteur, despite frequently performing supportive roles for more prominent designers and directors. Jayanth's contributions, classified per Deleuze and Guattari as minor literature, encompass critiques of colonialism, advocacies for environmental consciousness, distinctive game mechanics associated with her name, and cameos. The article advocates for the revitalization of auteur theory studies to facilitate progressive dialogues on individuals whose contributions have been overshadowed in the discourse surrounding digital games.
当 "作者理论 "被应用于数字游戏这样的合作作品时,它受到了批评。本文旨在以编剧梅格-贾扬思的作品为案例,探讨复兴作者理论的可行性。假定可以通过反复出现的主题、独特的游戏机制和可识别的作者签名来识别象征性作者身份,那么贾扬思就可以被视为一位作者,尽管她经常为更杰出的设计师和导演提供支持。贾扬思的贡献被德勒兹和瓜塔里归类为次要文学,包括对殖民主义的批判、对环境意识的倡导、与她的名字相关的独特游戏机制以及客串。文章主张重振作者理论研究,以促进关于那些在数字游戏的讨论中贡献被掩盖的个人的渐进对话。
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引用次数: 0
Twitch's Second Phase of Development: Analyzing Streamer Profiles and Content Trends That Boost Its Evolution into a Mass Media Twitch 的第二发展阶段:分析推动其向大众媒体发展的流媒体用户和内容趋势
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-05-24 DOI: 10.1177/15554120241257030
José Gamir-Ríos, Lorena Cano-Orón, David García-Casas
Twitch is one of the leading platforms for live streaming audiovisual content, with a broad audience among the Gen Z population. Its growth in recent years has solidified a large Spanish-speaking streamer community that goes beyond gaming or eSports. The objective of this research is to conduct a comprehensive analysis of the activity of the most popular Spanish-language channels on Twitch, the demographic profiles of their streamers, and their trajectories in content creation. Additionally, we study the production, formats, advertising funding, and the relationship with followers during broadcasts categorized as In Real Life. We apply a quantitative analysis to 250 channels and a content analysis to 84 h of video. The results show that streamers, mostly millennial men who migrated from other communicative fields, have diversified the content and genres of their streams while professionalizing their production and monetizing their activity by establishing a close relationship with the audience.
Twitch 是领先的视听内容直播平台之一,在 Z 世代中拥有广泛的受众。近年来,Twitch 的发展巩固了一个庞大的西班牙语流媒体社区,其范围已超出游戏或电子竞技。本研究的目的是全面分析 Twitch 上最受欢迎的西班牙语频道的活动、流媒体用户的人口特征及其内容创作轨迹。此外,我们还研究了被归类为 "真实生活 "的广播节目的制作、形式、广告资金以及与追随者的关系。我们对 250 个频道进行了定量分析,对 84 小时的视频进行了内容分析。结果表明,流媒体从业者大多是从其他传播领域转行而来的千禧一代男性,他们的流媒体内容和类型多样化,同时通过与受众建立密切的关系,实现了制作的专业化和活动的货币化。
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引用次数: 0
Just Fun and Games? A Sociological Consideration of Fun in Video Games 只是娱乐和游戏?对电子游戏中乐趣的社会学思考
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-05-22 DOI: 10.1177/15554120241254876
Garry Crawford, Tom Brock
The concept of “fun” is widely used within the game design and game studies literature, and is frequently highlighted as a key component of good game design, as well as a key factor in why people play games. However, it is a term rarely unpacked, and fun in video games remains relatively underresearched, certainly in comparison to other associated terms such as “play.” This article therefore provides a much-needed sociological exploration of a term at the center of games design and studies, and moreover, argues, that doing so allows us to explore a range of important and related topics, such as the changing relationship between work and leisure and the blurring of fun and no-fun boundaries, as well as enabling us to delineate between often interchangeably used terms, such as happiness, enjoyment, and pleasure.
在游戏设计和游戏研究文献中,"乐趣 "这一概念被广泛使用,并经常被强调为优秀游戏设计的一个关键组成部分,以及人们为什么玩游戏的一个关键因素。然而,这个术语却很少被解读,而且对视频游戏中 "趣味性 "的研究仍然相对不足,当然,与其他相关术语(如 "游戏")相比更是如此。因此,本文对游戏设计和研究中心的一个术语进行了亟需的社会学探讨,而且,本文认为,这样做可以让我们探讨一系列重要的相关话题,如工作与休闲之间不断变化的关系、乐趣与非乐趣界限的模糊化,以及让我们能够区分经常互换使用的术语,如幸福、享受和愉悦。
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引用次数: 0
The Development of Video Game Representations of the Middle East 电子游戏表现中东的发展历程
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-05-20 DOI: 10.1177/15554120241255425
Ahmed Al-Rawi
This article critically explores the historical representation of the Middle East in video games until 2002 and following the 9/11 event. Using thematic analysis, we identify four main themes and discuss how this representation shifts with time, offering a brief overview of the broader context. I argue that there is a clear association between political developments and this western representation, for we can clearly observe changes from the romantic, exotic, and orientalist views of the region and Arab and Muslim figure shown within the realms of the Arabian Nights theme to a more militant figure and dangerous place due to featuring armed conflict in the Middle East such as the first Gulf War. Though not included in the discussion, 9/11 introduced a more negative and Islamophobic representation that is associated with Islamist terrorism, and it marks the latest development in these themes.
本文批判性地探讨了 2002 年之前和 9/11 事件之后视频游戏中对中东的历史表述。通过主题分析,我们确定了四个主要的主题,并讨论了这种表现形式是如何随着时间的推移而变化的,同时对更广泛的背景进行了简要概述。我认为,政治发展与这种西方表现形式之间存在着明显的联系,因为我们可以清楚地观察到,从 "一千零一夜 "主题中对该地区以及阿拉伯和穆斯林形象所表现出的浪漫、异国情调和东方主义的看法,到由于第一次海湾战争等中东武装冲突的发生而变得更加激进和危险的形象。9/11 事件虽然不在讨论之列,但它引入了与伊斯兰恐怖主义相关的更加消极和仇视伊斯兰教的表现形式,标志着这些主题的最新发展。
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引用次数: 0
Don't Flip the Table Yet: A Framework for the Analysis of Visual and Cognitive Ergonomics in Board Games 先别翻桌子:棋盘游戏中的视觉和认知人体工学分析框架
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-05-01 DOI: 10.1177/15554120241248487
Marcello Passarelli, Michele Masini, Tommaso Francesco Piccinno, Alessandro Rizzi
Board games provide immersive and enjoyable experiences for players, but they can also pose usability challenges. This article presents a comprehensive framework for analyzing board game design, focusing on identifying the elements that make play inadvertently difficult or fatiguing. The proposed framework analyses board games as a user interface between the players and the board game mechanics, thereby focusing on the presentation aspects without altering the underlying rules. The intent is to preserve the deliberate design challenges that enhance gameplay while pinpointing the elements that affect the game experience negatively. We employ a methodology that begins with the observation of players’ behavioral cues to infer internal states such as cognitive or visual fatigue. These inferred states serve as a basis to identify problematic features in the game components or presentation. We illustrate the framework through a series of case studies, providing practical examples of the analysis process through an idiographic approach.
棋盘游戏为玩家提供了身临其境的愉悦体验,但也可能带来可用性方面的挑战。本文提出了一个分析棋盘游戏设计的综合框架,重点是找出那些会在不经意间让玩家感到困难或疲劳的元素。所提出的框架将棋盘游戏作为玩家与棋盘游戏机制之间的用户界面进行分析,从而在不改变基本规则的情况下将重点放在表现形式方面。这样做的目的是保留那些能增强游戏性的刻意设计挑战,同时找出对游戏体验有负面影响的元素。我们采用的方法是从观察玩家的行为线索开始,推断玩家的内部状态,如认知或视觉疲劳。这些推断出的状态可作为识别游戏组件或表现形式中存在问题的特征的基础。我们将通过一系列案例研究来说明该框架,并通过成例分析方法提供分析过程的实际案例。
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引用次数: 0
Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona 文化帝国主义与电子游戏本地化:启示录》案例研究角色
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-05-01 DOI: 10.1177/15554120241251523
William Helmke
With increasing focus on global markets for media, video game localization continues to be an essential process for the industry. However, video game localization only sometimes effectively handles the unique cultural elements of video games. In some cases, these localizations intentionally erase such elements to make the game more marketable or remove controversial content in an American cultural context. This article explores the localization of Megami Ibunroku Persona (retitled Revelations: Persona for its U.S. release) and considers how its localization changed various elements to convert the setting from a Japanese city to a U.S. one. Using a Neoformalism-inspired approach to game studies, I analyze playthroughs of both the original Japanese version and the U.S. localization, noting how changes erased cultural uniqueness in the original. Then, from the standpoint of cultural imperialism, I discuss how localization can function as a defense mechanism for limiting the cultural impact of imported media.
随着全球媒体市场日益受到重视,视频游戏本地化仍然是该行业的一项重要工作。然而,电子游戏本地化有时只能有效处理电子游戏的独特文化元素。在某些情况下,这些本地化有意抹去这些元素,以使游戏更有市场,或删除在美国文化背景下有争议的内容。本文探讨了《Megami Ibunroku Persona》(在美国发行时改名为《启示录:Persona》)的本地化,并探讨了本地化如何改变各种元素,将游戏背景从日本城市转换为美国城市。我运用新形式主义的游戏研究方法,分析了日文原版和美国本地化版的游戏体验,指出改动如何抹杀了原版的文化独特性。然后,从文化帝国主义的角度,我讨论了本地化如何成为限制进口媒体文化影响的防御机制。
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引用次数: 0
The Game-Like Experience of Virtual Reality Art: Sensational Players and Critical Audiences 虚拟现实艺术的游戏体验:感人的玩家和挑剔的观众
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-15 DOI: 10.1177/15554120241246840
Xinyang Zhao
This article delves into why audiences perceive virtual reality (VR) art as a game-like experience and how it impacts audiences’ reception of culture by examining two VR art pieces and their respective audience responses in focus group discussions. Through qualitative analysis, two factors are identified: the cognitive association of VR with gaming due to audiences’ preconceptions about VR, and the immersive environment of VR creating the “magic circle” that fosters the sense of play. The study argues that the intersection of VR and art generates the affordance allowing audiences to “play” with culture. However, the “not-serious” feature of play in VR may work against the norms and mores of a specific culture in the real world, especially when it relates to religious or ethnic culture. This article sheds light on the implications of the game-like experience in VR for creating VR applications beyond gaming, particularly in art and cultural heritage.
本文通过研究两部虚拟现实(VR)艺术作品及其各自受众在焦点小组讨论中的反应,深入探讨受众为何将虚拟现实(VR)艺术视为游戏般的体验,以及它如何影响受众对文化的接受。通过定性分析,研究发现了两个因素:一是观众对 VR 的先入为主的认知,将 VR 与游戏联系起来;二是 VR 的沉浸式环境创造了 "魔法圈",培养了游戏感。研究认为,VR 与艺术的交汇产生了让观众 "玩 "文化的能力。然而,VR 中 "不严肃 "的游戏特征可能会与现实世界中特定文化的规范和风俗相悖,尤其是当它与宗教或种族文化相关时。这篇文章揭示了 VR 中游戏般的体验对于创造游戏之外的 VR 应用的影响,尤其是在艺术和文化遗产方面。
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引用次数: 0
A Meta-Ethnography of Player Motivation in Digital Games: The 28 Dimensions of Play 数字游戏中玩家动机的元人类学研究:游戏的 28 个维度
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-13 DOI: 10.1177/15554120241242332
Corey T. McKechnie-Martin, Andrew Cunningham, James Baumeister, G. Stewart Von Itzstein
Video games have become a significant component of popular culture, with the reasons why players pursue particular gaming experiences being a heavily explored topic within games research. Player motivations toward games have seen classification in many motivation models, resulting in diverse outcomes covering a variety of scopes within games media. We performed a meta-ethnography to explore the findings of this diverse topic and provide a comprehensive overview of the existing body of knowledge, resulting in our synthesized 28 Dimensions of Play. Through the definition of these Dimensions, we are able to observe the gaps present in explored sources and propose a more complete model of player motivations.
电子游戏已成为大众文化的重要组成部分,而玩家追求特定游戏体验的原因则是游戏研究中的一个重要课题。许多动机模型都对玩家的游戏动机进行了分类,从而产生了涵盖游戏媒体各种范围的不同结果。我们进行了一项元人类学研究,以探索这一不同主题的研究结果,并对现有知识体系进行全面概述,最终形成了我们综合的 28 个游戏维度。通过对这些维度的定义,我们能够观察到已探究来源中存在的差距,并提出一个更完整的玩家动机模型。
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引用次数: 0
Institutionalized Aesthetics: Video Games and the Contemporary Art Gallery 制度化美学:电子游戏与当代艺术画廊
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-11 DOI: 10.1177/15554120241246839
Paul Atkinson, Farzad Parsayi
The art museum or gallery is not a neutral space for housing works. As much as it accepts new types of media, they have to adapt to suit the context of viewing and the conventions of an art-historical discourse. This type of institutionalized aesthetic underpins the evaluation of art objects and even imposes a definition on what art is. Working critically through this discourse, this article examines the limitations of art museums and galleries in presenting, evaluating, or addressing the ludological and temporal aspects of video games. First, it outlines how assumptions pertaining to the visual arts carry over into the selection of games as well as their placement within exhibitions. Second, it examines how this discourse, which is invested in the architecture and structure of the art museum, also privileges a particular regime of spectatorship based on shared viewing, the autonomy of art, and aesthetic contemplation.
艺术博物馆或美术馆并不是一个存放作品的中立空间。它在接受新型媒体的同时,也必须对其进行调整,以适应观赏环境和艺术史话语的惯例。这种制度化的美学支撑着对艺术品的评价,甚至强加了对艺术的定义。本文以批判的眼光审视了艺术博物馆和美术馆在展示、评估或处理电子游戏中的虚构性和时间性方面的局限性。首先,文章概述了与视觉艺术有关的假设如何影响到游戏的选择及其在展览中的位置。其次,它还探讨了艺术博物馆的建筑和结构所体现的这种话语是如何在共同观赏、艺术自主性和审美沉思的基础上为特定的观众制度提供特权的。
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引用次数: 0
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Games and Culture
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