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Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages 新闻游戏:大众媒体使用数字游戏来传达新闻信息
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-01 DOI: 10.1177/15554120221105461
S. Gómez-García, Teresa de la Hera Conde-Pumpido
This study explores the way mass-media outlets make use of digital games to convey journalistic messages. Newsgames have been defined by several scholars in the intersection between digital journalism and game studies. However, because of the heterogeneity of this phenomenon, there is still a lack of clarity of what could be considered, or not, a newsgame. This study aims to shed light into this question by exploring how newsgames are used in practice by journalists. We therefore approach the understanding of this phenomenon from a bottom-up perspective to give an answer to the following research question: How are journalistic messages structured within newsgames published by online mass-media outlets? A grounded theory approach is used to analyze 75 games published in a total of 47 mass-media digital outlets from 17 countries. The results of this study have led to the proposal of a more systematic identification and analytical approach for newsgames.
本研究探讨了大众媒体利用数字游戏传达新闻信息的方式。数位学者在数位新闻与游戏研究的交叉领域定义了新闻游戏。然而,由于这一现象的异质性,我们仍然不清楚什么可以被视为新闻游戏。本研究旨在通过探索记者在实践中如何使用新闻游戏来阐明这个问题。因此,我们从自下而上的角度来理解这一现象,以回答以下研究问题:在线大众媒体发布的新闻游戏中的新闻信息是如何构建的?本文采用扎根理论的方法分析了来自17个国家的47家大众数字媒体发行的75款游戏。这项研究的结果导致了对新闻游戏更系统的识别和分析方法的建议。
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引用次数: 3
Behind the Scenes at ApertureScience.com: Portal and Its Paratexts. ApertureScience.com的幕后:门户和它的文本。
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-01 DOI: 10.1177/15554120221106927
Alan Galey

Portal (2007) presents an unusually complex example for the study of video game paratexts. This article uses the case of the game's promotional website ApertureScience.com to consider how paratextuality and the associated concepts of ephemerality and materiality may be further refined to open up new dimensions of video games as objects of interpretation and play. The article draws from the field of textual studies, which specializes in the particularities of media, and in the entanglement of technical detail with interpretation and meaning. The first part re-evaluates the nature of the book as an analogy for the materiality of video games, and critiques Gérard Genette's conception of bookish paratexts and its applicability to video games. The article then offers a detailed analysis of ApertureScience.com as a paratext, including its satirical critiques of positivism and corporate research, and concludes with a discussion of the materiality of digital paratexts.

《传送门》(2007)为电子游戏准文本的研究提供了一个异常复杂的例子。本文以该游戏的推广网站ApertureScience.com为例,探讨如何进一步完善准性以及与之相关的短暂性和物质性概念,从而开辟电子游戏作为解释和体验对象的新维度。本文借鉴了考据学的研究领域,该领域专门研究媒介的特殊性,以及技术细节与解释和意义的纠缠。第一部分将重新评估书籍的本质,并将其与电子游戏的物质性进行类比,并批判g rard Genette关于书本类文本的概念及其在电子游戏中的适用性。文章随后对ApertureScience.com作为一种准文本进行了详细的分析,包括对实证主义和企业研究的讽刺批评,最后讨论了数字准文本的重要性。
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引用次数: 0
Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play media 使复杂性在实践中可测量:对游戏媒体的形式分析
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-05-31 DOI: 10.1177/15554120231175615
Maarten Denoo, Bruno Dupont, B. Zaman, Eva Grosemans, S. Malliet
Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that include loot boxes, social casino games, optional gambling-themed activities and token wagering by identifying and mapping interactions between their features. Having uncovered 51 features across 11 categories, we then reinterpret previously established notions of gambling. In doing so, we aim to contribute to a future-proof understanding of gambling in videogames.
在过去的十年里,电子游戏在设计上变得越来越像赌博。科学和监管试图揭示这种设计似乎特别倾向于付费战利品箱的效果和监管处理,倾向于可测量性或复杂性。因此,本文试图从赌博理论出发,使复杂性在实践中可测量。我们对20款电子游戏进行了正式分析,其中包括战利品箱、社交赌场游戏、可选赌博主题活动和代币投注,并通过识别和映射其功能之间的互动。在揭示了11个类别的51个特征之后,我们重新解释了以前建立的赌博概念。在这样做的过程中,我们的目标是促进对电子游戏中赌博的未来证明的理解。
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引用次数: 1
Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of Pathfinder 黑色游戏语言描述中的符号暴力:以《探路者》为例
2区 文学 Q1 COMMUNICATION Pub Date : 2023-05-30 DOI: 10.1177/15554120231176630
Steven Dashiell
The present article analyzes the impact of discourses surrounding Black ethnicities in tabletop role playing games. I use discursive thematic analysis to examine the descriptions of individuals represented as Black in the Pathfinder game setting, a game system related to Dungeons & Dragons. I critically analyze descriptions in the game materials that discuss in-game Black ethnicities. I demonstrate how the discourse represents a symbolic violence surrounding blackness. While the descriptions provide imagery and word use to highlight the positive aspects of the characters, the overemphasis signals stereotypes of a conceptual “other.” These characters then become examples of “good Blacks” that differ from “bad” individuals. The positive imagery provokes a stereotype threat, and a need to uphold this “good Black” mentality, lest one becomes the Other. While thinking of race and ethnicity in tabletop gaming continues to evolve, even advancements fall into tropes which reinforce symbolic violence.
本文分析了围绕黑人种族的话语在桌面角色扮演游戏中的影响。我使用话语主题分析来检验在《探路者》游戏背景(游戏邦注:这是一个与《地下城》相关的游戏系统)中以黑人为代表的个人描述。龙。我批判性地分析了游戏材料中讨论游戏内黑人种族的描述。我展示了这种话语是如何代表了一种围绕黑人的象征性暴力。虽然这些描述提供了图像和文字来突出角色的积极方面,但过度强调表明了概念上的“他者”的刻板印象。这些角色就成为了区别于“坏”人的“好黑人”的例子。正面的形象引发了刻板印象的威胁,以及维护这种“好黑人”心态的需要,以免其中一个成为另一个。虽然考虑到桌面游戏中的种族和民族问题仍在不断发展,但即使是进步也会陷入强化象征性暴力的比喻中。
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引用次数: 0
Video Games as Social Institutions 作为社会机构的电子游戏
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-05-29 DOI: 10.1177/15554120231177479
Dragoș-Mihai Obreja
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引用次数: 0
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education 创造性,技术性,企业家精神:游戏开发中的形成张力
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-05-29 DOI: 10.1177/15554120231176874
B. Keogh, Taylor Hardwick
Higher education (HE) has become a common pathway into game development careers. Previous research with students and educators has shown how game development HE exemplifies a “creative industries” approach that seemingly marries technical and creative skills, professionalism and passion, and individualistic entrepreneurism and interdisciplinary collaboration. However, little research has considered the varied institutional contexts such students and educators find themselves entrenched in. In this article, we argue that game development HE does not simply marry the technical and creative but is instead torn between different disciplinary cultures, ideologies, and aims. Drawing from data on 119 game development HE programs in Australia, we show that while game development HE is consistently positioned as a pathway toward student employability, just what skills and identities are emphasized as crucial for such employability varies pending on the program's institutional context—ultimately showing that combining creativity and technology is neither a straightforward nor neutral process.
高等教育(HE)已经成为进入游戏开发职业的普遍途径。之前对学生和教育工作者的研究表明,游戏开发是“创意产业”方法的典范,这种方法似乎结合了技术和创意技能、专业精神和激情、个人创业精神和跨学科合作。然而,很少有研究考虑到这些学生和教育工作者发现自己根深蒂固的不同制度背景。在本文中,我们认为游戏开发并不是简单地将技术和创意结合在一起,而是在不同的学科文化、意识形态和目标之间进行分割。根据澳大利亚119个游戏开发高等教育项目的数据,我们发现,虽然游戏开发高等教育一直被定位为通往学生就业能力的途径,但对这种就业能力至关重要的技能和身份被强调的程度取决于项目的机构背景——最终表明,将创造力和技术结合起来既不是一个直截了当的过程,也不是一个中立的过程。
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引用次数: 0
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why 走向表现的充分性:《告诉我为什么》中跨性别表现的批判性分析
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-05-18 DOI: 10.1177/15554120231176634
John McLaren
While transgender representation in media has improved in quantity over the last decade, the representation of transgender men in video games is still limited. In this work, I examine the character Tyler from the game Tell Me Why as a critical case study toward the representational adequacy of transgender people in video games. Through a focus on character design, narrative, paratexts, and game reception, I explore the ways Tyler is a more complex example of transgender representation. Additionally, I argue that the act of bringing transgender people into character creation results in a more complex representation.
虽然在过去十年中,跨性别者在媒体中的表现有所改善,但电子游戏中跨性别男性的表现仍然有限。在这篇文章中,我研究了游戏《Tell Me Why》中的角色Tyler,并将其作为电子游戏中跨性别者代表性充分性的关键案例研究。通过对角色设计、叙事、文本和游戏接受的关注,我探索了《泰勒》是跨性别表现的一个更复杂的例子。此外,我认为将跨性别者引入角色创造会导致更复杂的表现。
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引用次数: 0
Ludic Mechanics, Psychic Mechanisms and Explorations of “Inner Space” in Mindwheel and Psychonauts 《Mindwheel》和《Psychonauts》的游戏机制、心理机制和“内在空间”探索
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-05-17 DOI: 10.1177/15554120231172614
Robert L. Mayo
Robert Pinsky's Mindwheel (1984) and Tim Schafer's Psychonauts (2005) are dissimilar games in terms of player interface and ludic mechanics, but both participate in the creative tradition of “inner space,” which begins in science fiction literature and depicts the human mind metaphorically as a physical space which can be explored and interacted with. This essay examines how each game contributes to this tradition, with particular attention to how the mechanics of each game develops an adversarial or cooperative tone to the player's interaction with the game, and how this produces different forms of inner space exploration. This essay also draws on Lakoff's and Johnson's concept of “orientational metaphors” which are familiar from embodied experience and various conventional expressions, and examines how coherent each game's metaphors and narratives are.
Robert Pinsky的《Mindwheel》(1984)和Tim Schafer的《Psychonauts》(2005)在玩家界面和有趣的机制方面是不同的游戏,但两者都参与了“内在空间”的创作传统,这始于科幻文学,将人类的思想比喻为一个可以探索和互动的物理空间。本文将探讨每款游戏如何对这一传统做出贡献,并特别关注每款游戏的机制如何在玩家与游戏的互动中形成对抗或合作的基调,以及这如何产生不同形式的内部空间探索。本文还借鉴了Lakoff和Johnson的“定向隐喻”概念(游戏邦注:这一概念在具体体验和各种传统表达中很常见),并分析了每款游戏的隐喻和叙事的连贯性。
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引用次数: 0
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 2077 失信营销。电子游戏记者和开发者的关系、沟通策略和道德:以《赛博朋克2077》为例
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-05-09 DOI: 10.1177/15554120231173479
Piotr Siuda, Dariusz Reguła, Jakub Majewski, Anna Kwapiszewska
Cyberpunk 2077 's negative reception stood in striking contrast to the pre-release hype around the video game built by the producer's marketing campaign and the gaming press. This study examines a selection of gaming websites, to consider their pre-release Cyberpunk 2077 coverage and the discrepancies between these early reports and the released game. Using inductive conventional content analysis, framed as thematic analysis, 148 press articles were investigated divided into nine subcategories, and three categories. These articles told an almost exclusively positive narrative, promising great performance and features. The uncritical reception of publisher information by journalists allows the authors to propose the notion of “broken promises marketing”. The article contextualizes this term in the gaming ecosystem, arguing that over-optimistic marketing is amplified through features of the online press ecology. Finally, the results are considered from a business ethics perspective, with a set of communications recommendations for both journalists and game publishers.
《赛博朋克2077》的负面评价与制作人的营销活动和游戏媒体在游戏发行前的大肆宣传形成了鲜明对比。本研究考察了一些游戏网站,分析了它们在《赛博朋克2077》发行前的报道,以及这些早期报道与发行游戏之间的差异。采用归纳传统的内容分析方法,以主题分析为框架,对148篇新闻文章进行了调查,并将其分为9个小类和3个大类。这些文章讲述了一个几乎完全积极的叙事,承诺伟大的性能和功能。记者不加批判地接受出版商的信息,使作者提出了“失信营销”的概念。这篇文章将这一术语置于游戏生态系统中,认为过度乐观的营销通过网络媒体生态的特征被放大。最后,我们将从商业道德的角度考虑结果,并为记者和游戏发行商提供一系列沟通建议。
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引用次数: 0
A Transfiguration Paradigm for Quest Design 任务设计的变形范例
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-05-07 DOI: 10.1177/15554120231170152
Steven Harris, N. Caldwell
Quest design is an important design aspect of video games. The current approach to quest design is dominated by a task-orientated paradigm in which a quest is viewed as a series of tasks to be completed as part of the narrative structure of the game. This paper presents an alternative paradigm that shifts away from the predominant task-based approach to quest design. Based on a study of existing quest models, a dual quest framework of singular and synergy quests is proposed. Within the frameworks, tasks become an intermediary step within the quest which is now focused on the transfiguration of the player character. This approach offers a practical design structure for both procedural and manual quest design.
任务设计是电子游戏的一个重要设计元素。当前的任务设计方法是由任务导向的范例所主导的,在这种范例中,任务被视为一系列需要完成的任务,是游戏叙事结构的一部分。本文提出了一种替代范例,从主要的基于任务的方法转向任务设计。在研究现有任务模型的基础上,提出了一种奇异任务和协同任务的双重任务框架。在框架中,任务成为任务中的中间步骤,现在主要关注玩家角色的变形。这种方法为程序和手动任务设计提供了实用的设计结构。
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引用次数: 0
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Games and Culture
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