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“Take the Keys to the Happy Hob Hotel”: Live-Streaming, Yingyeo Culture, and Affective Support "拿着钥匙去快乐锄头酒店":直播、映客文化和情感支持
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-16 DOI: 10.1177/15554120241273333
William Dunkel
Material conditions under global neoliberalism have increased youth precarity, and live-streaming has emerged as a form of “gig work” for young people as they broadcast their lives and social activities onto digital platforms. Studies have demonstrated that live-streaming often acts as a site of exploitation by corporate interests and self-commodification via platform capitalism where streamers adjust their behavior to serve the interests of capital accumulation. This article examines a subgroup of game streamers, “challenge runners,” who impose rules to increase gameplay difficulty thereby pursuing excellence in “unproductive” actions that relieve neoliberal isolation—categorized by the Korean youth cultural practice of yingyeo. By examining two popular British and Korean Twitch.tv challenge runners, The Hob and Lynn respectively, their streams and fan interactions, I identify how—in response to conditions under global neoliberalism—youth create meaningful relief through pursuing “valueless” behavior and affective support.
全球新自由主义下的物质条件加剧了青年的不稳定性,直播成为青年在数字平台上直播自己的生活和社交活动的一种 "工作 "形式。研究表明,通过平台资本主义,直播往往成为企业利益剥削和自我商品化的场所,直播者调整自己的行为以服务于资本积累的利益。本文研究了游戏流媒体中的一个亚群体--"挑战者",他们强加规则以增加游戏难度,从而在 "非生产性 "行为中追求卓越,以缓解新自由主义的隔离--这在韩国青年文化实践中被归类为 "yingyeo"。通过研究英国和韩国 Twitch.tv 上的两位人气挑战赛选手 The Hob 和 Lynn,以及他们的流媒体和粉丝互动,我发现了在全球新自由主义的条件下,年轻人如何通过追求 "无价值 "的行为和情感支持来创造有意义的解脱。
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引用次数: 0
Stochastic Process Approaches for Modeling of Games 游戏建模的随机过程方法
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-16 DOI: 10.1177/15554120241273405
Kandukuri Kumaraswamy
The article detailed how stochastic process models are used to analyze game progression and included examples to illustrate the process. The issue was examined using the idea of a game; stochastic models were built, and transition matrix probabilities were estimated using the results obtained. As a result, win and loss can be used to indicate the states. The models that have been provided make it possible to identify and examine the interactions among the collection of system states. For the purpose of modeling events and computing transition probabilities between states, Markov chains and Hidden Markov Models are employed. The suggested frameworks enable the prediction of future states and allow for the differentiation of game phases of flow.
文章详细介绍了如何利用随机过程模型分析游戏进程,并举例说明了这一过程。文章利用游戏的概念研究了这一问题;建立了随机模型,并利用获得的结果估算了过渡矩阵概率。因此,输赢可以用来表示状态。通过所提供的模型,可以识别和研究系统状态集合之间的相互作用。为了对事件进行建模并计算状态之间的转换概率,我们采用了马尔可夫链和隐马尔可夫模型。所建议的框架能够预测未来状态,并对流动的游戏阶段进行区分。
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引用次数: 0
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis 关于在创业教育中使用电子游戏的研究分类法:系统文献综述与文本计量分析
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-16 DOI: 10.1177/15554120241273392
Esteban Crespo-Martinez, Salvador Bueno, M. Dolores Gallego
In the last decades, serious games, as a category of video games, have become a valuable tool in learning, demonstrating that it is possible to learn while playing. This work aims to identify a taxonomy of research in this domain, exploring serious games’ interactive and immersive aspects with educational and practical situations, which make them a powerful tool for entrepreneurship learning. For this purpose, the PRISMA method was used to complete a systematic literature review. In this regard, 1458 research studies were initially identified, from which 171 were considered eligible for a quantitative synthesis and only 65 for a meta-analysis. Consequently, the textometric analysis was performed with the IRAMUTEQ software. The analysis allowed the location of six clusters, summarizing the characteristics of a serious game that engages and motivates players in entrepreneurial education.
在过去的几十年里,严肃游戏作为视频游戏的一个类别,已经成为一种宝贵的学习工具,证明了边玩边学是可能的。这项工作旨在确定该领域的研究分类,探索严肃游戏与教育和实际情况的互动性和沉浸性,使其成为创业学习的有力工具。为此,我们采用 PRISMA 方法完成了系统性文献综述。在这方面,初步确定了 1458 项研究,其中 171 项符合定量综合的条件,只有 65 项符合荟萃分析的条件。因此,使用 IRAMUTEQ 软件进行了文本计量分析。分析得出了六个群组,概括了吸引和激励玩家参与创业教育的严肃游戏的特征。
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引用次数: 0
Educational Games of Museums: A Literature Review 博物馆的教育游戏:文献综述
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-08-07 DOI: 10.1177/15554120241270058
Jingwen Zhang, Tong Zhu, Xinyi Chang
On the basis of theoretical verification and case support of gamified learning effects, educational games have been widely valued by museum education providers for their advantages in enhancing users’ intrinsic motivation, building interactive experiences, and creating social situations. This paper attempts to analyze the learning theories, game elements, and positive effects of specific educational games by conducting an integrated review of the current museum educational game literature in academia and selecting 24 thematic papers from the period 2017–2022. Based on the literature review, it is hoped that the advantages and limitations of current museum educational games can be illustrated to a certain extent, and the value of the games for education and enjoyment can be explored and utilized to provide reference for the design and development and continuous optimization of future museum educational games and promote the further deepening of museum educational functions.
在游戏化学习效果的理论验证和案例支持基础上,教育游戏因其在提升用户内在动力、构建互动体验、营造社交情境等方面的优势,受到博物馆教育机构的广泛重视。本文试图通过对当前学术界的博物馆教育游戏文献进行综合梳理,选取2017-2022年间的24篇专题论文,分析具体教育游戏的学习理论、游戏要素和积极效果。在文献综述的基础上,希望能在一定程度上说明当前博物馆教育游戏的优势和局限,挖掘和利用游戏寓教于乐的价值,为今后博物馆教育游戏的设计开发和不断优化提供参考,促进博物馆教育功能的进一步深化。
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引用次数: 0
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023) 我玩,所以我思考:Remedy Entertainment 的《艾伦-威克 2》中的程序哲学 (2023)
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-07-21 DOI: 10.1177/15554120241265775
Atėnė Mendelytė
Regarding video games as loci of philosophical thinking, not simply illustrations of preexisting philosophical concepts and positions, is far too rare in gamic thought studies. Yet due to the conceptually complex nature of the critically acclaimed Alan Wake 2 (Remedy Entertainment, 2023) such a perspective becomes necessary in order to fully understand the philosophical, gamic, and aesthetic complexity of the game. Subsequently, this article argues that the game performs what is termed “procedural philosophy” as it involves adapting a position of radical skepticism and questioning the essential ontological categories of both the gamic and the nongamic reality. As the analysis shows, Alan Wake 2 develops a philosophical conceptualization of reality which results in the formation of “obscure ideas,” related to a gamic flattening of ontology.
将电子游戏视为哲学思考的场所,而不仅仅是对已有哲学概念和立场的说明,这在伽马思想研究中太罕见了。然而,由于广受好评的《艾伦-唤醒 2》(Remedy Entertainment, 2023 年)在概念上的复杂性,为了充分理解游戏在哲学、游戏学和美学上的复杂性,这样的视角就变得十分必要。随后,本文认为该游戏表现了所谓的 "程序哲学",因为它采用了激进怀疑论的立场,对动态和非动态现实的基本本体论范畴提出了质疑。分析表明,《艾伦-威克 2》对现实进行了哲学概念化,从而形成了 "模糊观念",这与本体论的动态扁平化有关。
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引用次数: 0
The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary 表演、游戏与旧神:论本体论重构与虚构/真实界限
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-07-21 DOI: 10.1177/15554120241263652
Agata Waszkiewicz
The recent decade brought increasing interest in metareferentiality in video games. The article builds upon the body of research regarding metaleptic transgression in games by discussing examples of specific occurrences in which a text or a character seemingly escapes from within the boundaries of their primary, fictional world in a way that resembles ontological metalepsis. Acknowledging that such transgression is impossible, the article proposes that discussed examples might not be examples of metalepsis but rather ontological reframing, a cognitive shift in perception. The case studies come from games by Daniel Mullins and Sam Lake.
近十年来,人们对电子游戏中的金属性越来越感兴趣。这篇文章以有关游戏中金属性越界的研究为基础,讨论了一些具体事例,在这些事例中,文本或角色似乎以一种类似于本体论金属性的方式逃离了其主要虚构世界的界限。文章承认这种超越是不可能的,并提出所讨论的例子可能并不是金属溶解,而是本体论的重构,一种认知上的转变。案例研究来自丹尼尔-穆林斯(Daniel Mullins)和萨姆-雷克(Sam Lake)的游戏。
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引用次数: 0
Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry 解决游戏中的毒性和极端主义问题:与电子游戏行业对话
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-07-21 DOI: 10.1177/15554120241265139
Elizabeth D. Kilmer, Zeynep Aslan, Rachel Kowert
There has been an increased focus on reducing hate, harassment, and extremist exploitation in digital games through solutions from community management, trust and safety, and design perspectives. Despite this attention, the industry lacks basic standards around these issues and efforts in this area are stymied by the ubiquity of “toxic gamer culture” and fears in the industry about discussing extremism and hate within games. Today, a patchwork of strategies and tools exist. In this study, focus groups with industry professionals were conducted to increase understanding of industry professional's perceptions of these problems and solutions. Several primary themes regarding solutions emerged: game and social system design strategies, moderation and player report strategies, and wish list solutions.
通过从社区管理、信任和安全以及设计等角度提出解决方案,减少数字游戏中的仇恨、骚扰和极端主义剥削现象已成为越来越多关注的焦点。尽管如此,游戏行业仍然缺乏围绕这些问题的基本标准,而且由于 "有毒玩家文化 "的普遍存在以及行业内对讨论游戏中极端主义和仇恨的恐惧,这方面的努力受到了阻碍。如今,各种策略和工具拼凑在一起。在这项研究中,我们与业内专业人士进行了焦点小组讨论,以进一步了解业内专业人士对这些问题的看法和解决方案。在解决方案方面出现了几个主要的主题:游戏和社交系统设计策略、节制和玩家报告策略以及愿望清单解决方案。
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引用次数: 0
From the Ontology of Video Games to the Epistemology of Digital Movements. Towards a Semiotics of Virtual Practices 从电子游戏本体论到数字运动认识论。走向虚拟实践的符号学
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-07-21 DOI: 10.1177/15554120241263630
Enzo D’Armenio
In this paper, we intend to construct an original integration between the ontology and hermeneutics of video games proposed in the field of game studies and the post-structuralist approach of contemporary semiotics. The aim is to propose a new epistemology of video game and virtual reality experiences grounded in the concept of movement. These media will be reconceptualized as image-movements: expressive systems that rely on the interrelation of two sets of qualities, visual qualities and kinetic qualities. First, we will perform an integration between the concept of ergodic literature developed in the field of game studies and recent developments as regards a semiotics of practices. Starting from this general convergence, we will rely on the meta-ontology of video games proposed by Espen Aarseth and Paweł Grabarczyk to build a theory capable of integrating as many dimensions as possible around a kinetic explanatory core.
在本文中,我们打算在游戏研究领域提出的电子游戏本体论和诠释学与当代符号学的后结构主义方法之间构建一种独创的整合。其目的是以运动概念为基础,对电子游戏和虚拟现实体验提出一种新的认识论。这些媒体将被重新概念化为图像-运动:依赖于两组特质(视觉特质和运动特质)相互关系的表现系统。首先,我们将整合游戏研究领域发展起来的尔格文学概念和实践符号学的最新发展。从这一总体趋同出发,我们将依靠埃斯彭-阿尔斯特(Espen Aarseth)和帕维乌-格拉巴丘克(Paweł Grabarczyk)提出的视频游戏元本体论,建立一种能够围绕动感解释核心整合尽可能多维度的理论。
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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 COMMUNICATION 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 COMMUNICATION 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
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Games and Culture
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