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The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play 愚蠢、可笑、野营:《山羊模拟器》的 "混乱 "设计如何促进同性恋游戏的发展
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-09-14 DOI: 10.1177/15554120241278851
Hollie Wistow
This article identifies the queer potentialities of Goat Simulator by exploring how the gameplay mechanics can be understood as “stupid” and “Camp.” Moving away from representational notions of queerness, I argue that queering a game requires an alternative way to create and play. Often, the normative method of designing a videogame prioritizes technological precision and purposeful gameplay experiences. However, Goat Simulator does not fix its errors, nor does it have a cohesive narrative, instead it incorporates brokenness and goallessness as core gameplay mechanics. Goat Simulator embraces messiness as an alternative—and arguably queer—way to design and play a videogame. I conclude by arguing the importance of brokenness and stupidity as a useful pushback against normative game design and gameplay values of precision, perfection, and seriousness.
本文通过探讨如何将游戏机制理解为 "愚蠢 "和 "坎普",从而发现《山羊模拟器》的同性恋潜质。我认为,摒弃 "同性恋 "的表象概念,游戏的同性恋化需要另一种创作和游戏方式。通常情况下,设计电子游戏的规范方法优先考虑技术的精确性和有目的的游戏体验。然而,《山羊模拟器》并没有修正自己的错误,也没有连贯的叙事,相反,它将破碎和无目标作为核心游戏机制。山羊模拟器》将 "混乱 "作为设计和玩电子游戏的另一种方式,也可以说是一种同性恋方式。最后,我将论证破碎和愚蠢的重要性,它们是对精确、完美和严肃等规范性游戏设计和游戏价值的有益回击。
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引用次数: 0
In Defense of Imagination: Canadian Youth Culture and the Dungeons & Dragons Panic in Canada, 1980–1995 捍卫想象力:加拿大青年文化与加拿大龙与地下城恐慌,1980-1995 年
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-09-10 DOI: 10.1177/15554120241276931
Alex Gagné
Dungeons & Dragons (D&D), the iconic tabletop role-playing game released in 1974, sparked controversy from its early inception. This article examines the emergence of moral panic around D&D, particularly in the United States and Canada during the early 1980s. It explores how concerned groups, such as Bothered Against Dungeons & Dragons, portrayed the game as a corrupting influence on American youth. Focusing on the spread of panic into Canada, this article investigates the role of American media in shaping Canadian perceptions. This study highlights questions about transnational cultural influence and the impact of media on societal norms. Was the moral panic primarily a result of American cultural influence, or was there tangible evidence linking D&D to real-world violence in Canada? Through analysis of media representation and cultural discourse, this article seeks to shed light on these complex dynamics and to highlight moments of youth resistance to narratives of moral panic.
龙与地下城》(Dungeons & Dragons,简称 D&D)是 1974 年发布的一款标志性桌面角色扮演游戏,从诞生之初就引发了争议。本文探讨了围绕 D&D 出现的道德恐慌,尤其是 20 世纪 80 年代初在美国和加拿大出现的道德恐慌。文章探讨了 "讨厌龙与地下城"(Bothered Against Dungeons & Dragons)等相关团体如何将该游戏描绘成对美国青少年具有腐蚀性影响的游戏。本文以恐慌蔓延到加拿大为重点,探讨了美国媒体在影响加拿大人看法方面所起的作用。这项研究强调了有关跨国文化影响和媒体对社会规范的影响的问题。道德恐慌主要是美国文化影响的结果,还是有确凿证据表明 D&D 与加拿大现实世界的暴力事件有关?通过对媒体表现形式和文化话语的分析,本文试图揭示这些复杂的动态变化,并突出青年抵制道德恐慌叙事的时刻。
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引用次数: 0
The Inverted Cryptoeconomy: The Search for Endogenous Value in No Man’s Sky 颠倒的加密经济:在《无人区》中寻找内生价值
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-30 DOI: 10.1177/15554120241277629
Daniel Nielsen
The Galactic Hub Project is a player response to a dehumanizing trend in video game culture. Players adopt blockchain technology to capture and retain the value of player labor, which suggests that players do not necessarily take issue with the reproducibility and aesthetics of procedurally generated content in No Man’ s Sky. This research identifies attempts to safeguard against alienation of play in virtual economies by using HubCoin as an inverted cryptoeconomy antithetical to cryptocurrency’s volatility and risk. While Hello Games managed to make resources free and infinite, players had to tokenize their time spent to create endogenous value and protect themselves from the procedurally generated environment where everything exists in abundance. Here, appropriation—or tokenization—of gameplay is less a player strategy of financialization of play and more about preserving the value of player labor. As a result, the HubCoin token is an inverted cryptocurrency with no value.
银河枢纽项目是玩家对电子游戏文化中非人化趋势的回应。玩家采用区块链技术来获取和保留玩家劳动的价值,这表明玩家并不一定对《无主之地》中程序生成内容的可复制性和美学有异议。本研究通过使用 HubCoin 作为一种与加密货币的波动性和风险相对立的反向加密经济,确定了防止虚拟经济中游戏异化的尝试。虽然 Hello Games 设法使资源免费且无限,但玩家必须将其花费的时间代币化,以创造内生价值,并保护自己免受程序生成环境的影响,因为在程序生成环境中,一切都大量存在。在这里,游戏的挪用或代币化与其说是一种游戏金融化的玩家策略,不如说是为了保护玩家劳动的价值。因此,HubCoin 代币是一种没有价值的倒置加密货币。
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引用次数: 0
Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic 玩转自然:论在《骑士共和国》的游戏世界中思考以技术为媒介的自然的体验
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-29 DOI: 10.1177/15554120241273329
Sonia Fizek
This contribution explores the practice of contemplative play or what the author proposes to call “nature playing”. This concept marks a continuity between the literary genre of “nature writing” and the way nature may be contemplatively experienced in video games, especially those with open-world natural landscapes. The author will discuss modes of nature playing within the mediated environments of the sports simulation game Riders Republic (Ubisoft, 2022). Nature playing will be analyzed as an aesthetic practice which may be fostered by purposeful design, or it may emerge from the player's own nature-driven sensibilities triggered by the aesthetic qualities of the game world. The author frames contemplative nature playing within a variety of concepts such as in-game wandering, slow play as well as ludic boredom. The article culminates in three autoethnographic ludic interventions, in which nature playing is captured in three contemplative pieces of nature writing.
这篇论文探讨了沉思游戏或作者提议的 "自然游戏 "的实践。这一概念标志着 "自然写作 "这一文学体裁与视频游戏(尤其是具有开放世界自然景观的游戏)中沉思体验自然的方式之间的连续性。作者将讨论在体育模拟游戏《骑士共和国》(育碧,2022 年)的中介环境中的自然游戏模式。自然游戏将作为一种审美实践进行分析,这种实践可能是由有目的的设计促成的,也可能是由游戏世界的审美特质引发的玩家自身的自然驱动感而产生的。作者将沉思的自然游戏纳入了各种概念之中,如游戏中的徘徊、慢速游戏以及无聊游戏。文章的高潮是三段自述式的 "无聊 "干预,其中自然游戏被写入了三段沉思的自然写作中。
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引用次数: 0
‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports 就是不安全":电子竞技中女性遭受的性别骚扰和毒性体验
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-23 DOI: 10.1177/15554120241273358
Heather Crothers, Kenneth C. Scott-Brown, Sheila J. Cunningham
Women remain underrepresented across most roles in the esports industry, which has long been associated with gender-based harassment and toxicity. While research has tended to focus on the experiences of women in professional esports careers, the current study investigated the nature and impact of harassment and toxicity on amateur players. Through interviews with eight women experienced in esports participation, experiences and costs of gender-based exclusion were documented. Stereotyped roles were common, with women facing gender stereotypes of both ability and character appropriateness, as well as sexual objectification. The women reported resignation about systemic misogyny, juxtaposed with hope that specific industry-level changes could elicit improvements. While the women often avoided revealing their gender, there was a strong sense that visible role models and solidarity among the female community in esports can provide an effective protection against gender-based harassment, potentially combatting low rates of women participating in esports in the longer term.
在电竞行业的大多数角色中,女性的代表性仍然不足,而这一行业长期以来一直与基于性别的骚扰和毒性有关。虽然研究往往侧重于职业电竞职业女性的经历,但本研究调查了骚扰和毒性的性质及其对业余玩家的影响。通过对八名有参与电竞经历的女性进行访谈,记录了基于性别的排斥的经历和代价。角色定型是普遍现象,女性面临着能力和角色适当性方面的性别定型以及性客体化。妇女们对系统性的厌女症表示不满,同时又希望具体的行业变革能够带来改善。虽然这些女性经常避免透露自己的性别,但她们强烈地意识到,电竞女性群体中可见的榜样和团结可以提供有效的保护,防止基于性别的骚扰,从长远来看,可能会降低女性参与电竞的比例。
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引用次数: 0
Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices 作为艺术教育者的流媒体工作者:探索他们作为教学实践的流媒体方法
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-22 DOI: 10.1177/15554120241271981
Ahu Yolac, Laura J. Hetrick
In this paper, we focus on video game streaming and content creation as educationist or pedagogical practices where viewers can learn through the streamers’ unintentional approaches of constructivism, the Zone of Proximal Development (ZPD), and emergent curriculum. We posit that online gaming streaming services create and support informal learning spaces within virtual communities as communities of practice and that they need to be considered more closely from a scholarly perspective. We begin with a cursory overview of online content creation and streaming in general, then transition to brief backgrounds on two specific sites, before exploring gaming streamers’ various actions and approaches. We then delineate three pedagogical concepts that we as educators immediately recognize when viewing streamers’ actions from an educationist lens. We conclude with suggestions that arts educators can learn from streamers’ unintentional approaches as well as what streamers could learn from arts educators’ intentional and purposeful pedagogical practices.
在本文中,我们将视频游戏流媒体和内容创作作为教育或教学实践的重点,观众可以通过流媒体无意中采用的建构主义、近端发展区(ZPD)和新兴课程等方法进行学习。我们认为,在线游戏流媒体服务在作为实践社区的虚拟社区中创造并支持非正式学习空间,因此需要从学术角度对其进行更深入的研究。我们首先粗略概述了在线内容创建和流媒体的总体情况,然后简要介绍了两个特定网站的背景,最后探讨了游戏流媒体的各种行为和方法。然后,我们划分了三个教学概念,作为教育工作者,我们从教育家的视角审视流媒体的行为时,可以立即识别出这三个概念。最后,我们提出了艺术教育工作者可以从游戏流媒体无意的做法中学到的建议,以及游戏流媒体可以从艺术教育工作者有意识、有目的的教学实践中学到的建议。
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引用次数: 0
Transculturation in Latin American Video Game Production: Between Regionalism and Cosmopolitanism 拉丁美洲电子游戏制作中的跨文化性:地区主义与世界主义之间
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-21 DOI: 10.1177/15554120241273415
Carlos Ramírez-Moreno, Luis Navarrete-Cardero
This research explores the manifestation of transculturation, a literary paradigm designed to situate Latin American production in the context of globalization, in video game production, evaluating its applicability to the study of cultural representation. Embracing a documentary research and content analysis methodology, the study analyzes 29 video games from nine Latin American countries, classifying them as “regionalist” or “cosmopolitan” based on settings, themes, audiovisual elements, and intertextual references. The regionalist category exhibits a preference for realism, natural settings, representation of myths, and an emphasis on cultural preservation. Conversely, the cosmopolitan category favors the fantastic, urban settings, reinterpretation of myths, and an emphasis on cultural exchange. By scrutinizing video games through the lens of transculturation, the study revalidates this theory as a relevant paradigm for understanding cultural representation in the digital age, offering new insights into the interplay between local and global influences in Latin American video game narratives.
跨文化是一种文学范式,旨在将拉丁美洲的作品置于全球化背景下,本研究探讨了跨文化在电子游戏作品中的表现形式,并评估了其在文化表现研究中的适用性。本研究采用文献研究和内容分析方法,分析了来自九个拉美国家的 29 款电子游戏,并根据游戏的设置、主题、视听元素和互文参考将其分为 "地区主义 "和 "世界主义 "两类。地区主义类游戏表现出对现实主义、自然环境、神话表现的偏好,并强调文化保护。相反,世界主义类别则偏爱奇幻、城市背景、对神话的重新诠释,并强调文化交流。本研究通过跨文化视角审视电子游戏,重新验证了这一理论作为理解数字时代文化表征的相关范式的价值,为拉丁美洲电子游戏叙事中本地和全球影响之间的相互作用提供了新的视角。
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引用次数: 0
“You Feel Like You’ve Found a Place Where You Belong”: Symbolic Interactionism and Online Social Video Games in the Age of COVID-19 "你感觉找到了属于自己的地方":符号互动论与 COVID-19 时代的在线社交视频游戏
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-21 DOI: 10.1177/15554120241273873
Caitlin Veal, Matt Coward-Gibbs, Jack Denham, Matthew Spokes
This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer’s concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experience, (b) that this sociality flourishes due to the perceived lack of social risk particularly due to OSG characteristics of perceived or real anonymity, (c) that this works to facilitate social development, and (d) that these characteristics were valuable in the context of a pandemic at a time of reduced social interaction. Our contribution shows that online video game spaces alter the risk profile of forming and maintaining connections by reframing interaction as the cooperation toward shared goals.
本文以 COVID-19 大流行为框架,研究玩家如何感知和理解在线社交视频游戏(OSG)所提供的社会性。利用半结构式访谈(n = 20)的数据,我们运用布卢默的符号互动论概念,探讨视频游戏在共同构建、协作和贡献的数字空间中产生新意义的方式。我们认为:(a) 游戏提供了一种有意义的社会体验;(b) 这种社会性的蓬勃发展是由于感知到缺乏社会风险,特别是由于 OSG 的感知或真实匿名性特征;(c) 这有助于促进社会发展;(d) 在社会交往减少的大流行病背景下,这些特征非常有价值。我们的研究结果表明,在线视频游戏空间通过将互动重塑为实现共同目标的合作,改变了形成和维持联系的风险状况。
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引用次数: 0
“You Can’t Work for Somebody Who Doesn’t Exist”: The Decline of Games Journalism and the Rise of Independent Gaming News "你不能为不存在的人工作":游戏新闻的衰落与独立游戏新闻的崛起
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-21 DOI: 10.1177/15554120241273332
Ryan Stanton, Mark R Johnson
Despite the continued growth of the gaming sector, media conglomerates have recently begun a disturbing trend of downsizing their gaming-oriented publications, leading many journalists to pivot towards independence. This paper analyses the current moment in games journalism, highlighting how search engine optimization (SEO), artificial intelligence (AI), and guide-based content have motivated this pivot. Following this we show that some creators have used gaming podcasts as an opportunity to provide independent games coverage. To examine these issues, we draw on interviews with eleven gaming podcast creators which highlight their perspectives on the medium and why gaming podcasts have become a viable alternative. We conclude by contrasting the differences between influencer-focused games coverage and games journalism. This paper therefore emphasizes the importance of continued analysis of gaming journalism to studies of games media—illustrating how the issues that these journalists face are relevant to the broader online media sphere.
尽管游戏行业持续增长,媒体集团最近却开始了令人不安的缩减游戏出版物的趋势,导致许多记者转向独立。本文分析了当前游戏新闻业的现状,强调了搜索引擎优化(SEO)、人工智能(AI)和基于指南的内容是如何促使这一转向的。随后,我们展示了一些创作者利用游戏播客作为提供独立游戏报道的机会。为了研究这些问题,我们对 11 位游戏播客创作者进行了访谈,重点阐述了他们对这一媒体的看法以及游戏播客成为一种可行选择的原因。最后,我们对比了以影响者为中心的游戏报道与游戏新闻之间的差异。因此,本文强调继续分析游戏新闻对游戏媒体研究的重要性--说明这些记者面临的问题如何与更广泛的网络媒体领域相关。
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引用次数: 0
The Rise of Gaming Nations 游戏国家的崛起
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-19 DOI: 10.1177/15554120241273428
Leonardo Synmbios
The article illuminates a paradigm shift in the digital landscape, where blockchain technology, Web 3.0, and gaming communities converge to redefine socio-economic dynamics. By examining the emergence of “Gaming Nations,” this article explores how virtual environments have transcended mere leisure, evolving into thriving economic ecosystems. Through case studies, including the transformative impact of Yield Guild Games during the COVID-19 crisis, the article demonstrates how guilds, traditionally formed for gameplay, are becoming veritable businesses. The integration of blockchain assets, particularly Non-Fungible Tokens, as essential elements of gameplay, blurs the boundaries between digital recreation and traditional economic activities. By envisioning a future where digital homes hold equivalent significance to physical residences, the article provokes contemplation on the changing landscape of human interaction and productivity. This comprehensive analysis offers a forward-looking perspective on the potential socio-cultural and economic impacts of this burgeoning phenomenon at the intersection of gaming, blockchain, and Web 3.0 technologies.
文章揭示了数字景观的范式转变,区块链技术、Web 3.0 和游戏社区在此交汇,重新定义了社会经济动态。通过研究 "游戏国家 "的出现,本文探讨了虚拟环境如何超越单纯的休闲,演变为繁荣的经济生态系统。文章通过案例研究,包括在 COVID-19 危机期间 Yield Guild Games 的变革性影响,展示了传统上为游戏而组建的公会如何成为名副其实的企业。区块链资产(尤其是不可兑换代币)作为游戏的基本要素,模糊了数字娱乐和传统经济活动之间的界限。通过展望数字家庭与实体住宅具有同等重要性的未来,文章引发了人们对不断变化的人类互动和生产力格局的思考。这篇全面的分析文章以前瞻性的视角,探讨了游戏、区块链和 Web 3.0 技术交汇的这一新兴现象可能带来的社会文化和经济影响。
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引用次数: 0
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Games and Culture
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