首页 > 最新文献

Games and Culture最新文献

英文 中文
Gatekeeping the Gatekeepers: An Exploratory Study of Transformative Games Fandom & TikTok Algorithms 守门人的守门:变革性游戏粉丝与 TikTok 算法的探索性研究
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-10 DOI: 10.1177/15554120241244416
Jessica E. Tompkins, Ashley ML Guajardo (née Brown)
Within fandoms, gatekeeping practices such as delineating authentic from fake fans filter out certain identities. While the types of fans excluded vary by fandom, mainstream digital games culture–and the hegemonic, masculine groups within it–frequently leverage gatekeeping tactics like harassment to silence or churn others (i.e., women) from participating. While there has been considerable scholarship documenting gatekeeping in online digital games there has been less examination of this occurring within video game fandom. We conducted an exploratory study to investigate gatekeeping in response to TikTok videos about Call of Duty's masculine operator Ghost. We found more comments qualifying as celebratory fun than gatekeeping. We argue that social media spaces by virtue of their recommendation algorithms are productive sites for reimagining games counter to affirmational readings within relatively niche communities.
在粉丝群中,诸如划分真假粉丝等把关做法会过滤掉某些身份。虽然被排除在外的粉丝类型因粉丝群而异,但主流数字游戏文化--以及其中的霸权、男性群体--经常利用骚扰等把关策略来压制或阻止其他人(如女性)参与。虽然有大量的学术研究记录了在线数字游戏中的把关行为,但对视频游戏爱好者中发生的这种行为的研究却较少。我们进行了一项探索性研究,调查了 TikTok 视频中有关《使命召唤》男性化操作员幽灵的把关情况。我们发现,更多的评论属于庆祝性趣味,而非把关。我们认为,社交媒体空间凭借其推荐算法,可以在相对小众的社区内对游戏进行反肯定性解读,从而对游戏进行重新想象。
{"title":"Gatekeeping the Gatekeepers: An Exploratory Study of Transformative Games Fandom & TikTok Algorithms","authors":"Jessica E. Tompkins, Ashley ML Guajardo (née Brown)","doi":"10.1177/15554120241244416","DOIUrl":"https://doi.org/10.1177/15554120241244416","url":null,"abstract":"Within fandoms, gatekeeping practices such as delineating authentic from fake fans filter out certain identities. While the types of fans excluded vary by fandom, mainstream digital games culture–and the hegemonic, masculine groups within it–frequently leverage gatekeeping tactics like harassment to silence or churn others (i.e., women) from participating. While there has been considerable scholarship documenting gatekeeping in online digital games there has been less examination of this occurring within video game fandom. We conducted an exploratory study to investigate gatekeeping in response to TikTok videos about Call of Duty's masculine operator Ghost. We found more comments qualifying as celebratory fun than gatekeeping. We argue that social media spaces by virtue of their recommendation algorithms are productive sites for reimagining games counter to affirmational readings within relatively niche communities.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593634","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Languages of Power, Languages of Protest: Exploring the Rhetorics of Game Maps 权力的语言,抗议的语言:探索游戏地图的修辞学
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-03 DOI: 10.1177/15554120241237303
Ben S. Bunting
In his book The New Nature of Maps: Essays in the History of Cartography, J.B. Harley writes that “Maps are preeminently a language of power, not of protest.” Harley was writing about maps of the physical world, but most game maps also speak in “languages of power,” and for similar reasons; however, this is not always the case. In this paper, I discuss how and why Harley's rubric also applies to game maps. Ultimately, I highlight the unique value of the minority of video games that speak in “languages of protest,” thus allowing us to play – sometimes figuratively, and sometimes literally – with our traditional understanding of maps.
J.B. Harley 在其著作《地图的新本质》(The New Nature of Maps:一书中,J.B. Harley 写道:"地图首先是一种权力语言,而不是抗议语言。哈雷写的是物理世界的地图,但大多数游戏地图也使用 "权力语言",原因也类似;不过,情况并非总是如此。在本文中,我将讨论哈雷的标准如何以及为什么也适用于游戏地图。最后,我强调了少数使用 "抗议语言 "的视频游戏的独特价值,它们允许我们玩弄我们对地图的传统理解--有时是象征性的,有时是字面意义上的。
{"title":"Languages of Power, Languages of Protest: Exploring the Rhetorics of Game Maps","authors":"Ben S. Bunting","doi":"10.1177/15554120241237303","DOIUrl":"https://doi.org/10.1177/15554120241237303","url":null,"abstract":"In his book The New Nature of Maps: Essays in the History of Cartography, J.B. Harley writes that “Maps are preeminently a language of power, not of protest.” Harley was writing about maps of the physical world, but most game maps also speak in “languages of power,” and for similar reasons; however, this is not always the case. In this paper, I discuss how and why Harley's rubric also applies to game maps. Ultimately, I highlight the unique value of the minority of video games that speak in “languages of protest,” thus allowing us to play – sometimes figuratively, and sometimes literally – with our traditional understanding of maps.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Adaptation, Violence, and Storytelling in The Last of Us 最后的我们》中的改编、暴力和故事性
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-01 DOI: 10.1177/15554120241238771
Steve Spence
A focus on the work of adaptation illuminates narrative innovations in Naughty Dog's PlayStation 3 game The Last of Us, its sequel, The Last of Us Part II, and the original game's transcoding as a nine-episode season of “quality television” by the American cable network Home Box Office (HBO). HBO's showrunners employed the distinct affordances of television to adapt core game themes regarding both ludic and real-life violence. Close comparisons with the game shed light on the wellsprings of the show's success, and they also highlight distinctive qualities of videogames as a storytelling medium. Naughty Dog's sequel also adapted the first game, using its complex, recursive narration to amend and complicate key moments from the original story. This narrative strategy reveals the influence of quality television, and it also enables the sequel to extend the first game's critique of violence's pleasures and their enabling justifications.
顽皮狗的 PlayStation 3 游戏《最后的我们》及其续集《最后的我们第二部》,以及美国有线电视网 Home Box Office(HBO)将原游戏转码为九集 "优质电视 "季的过程中,对改编工作的关注揭示了叙事上的创新。HBO 的节目编导们利用电视的独特优势,改编了游戏中关于荒诞和现实暴力的核心主题。通过与游戏的近距离比较,我们发现了该剧成功的根源,同时也凸显了电子游戏作为叙事媒介的独特品质。顽皮狗的续集也对第一部游戏进行了改编,利用其复杂、递归的叙事方式对原故事的关键时刻进行了修正和复杂化。这种叙事策略揭示了优质电视的影响,也使续集得以延伸第一部游戏对暴力乐趣及其有利理由的批判。
{"title":"Adaptation, Violence, and Storytelling in The Last of Us","authors":"Steve Spence","doi":"10.1177/15554120241238771","DOIUrl":"https://doi.org/10.1177/15554120241238771","url":null,"abstract":"A focus on the work of adaptation illuminates narrative innovations in Naughty Dog's PlayStation 3 game The Last of Us, its sequel, The Last of Us Part II, and the original game's transcoding as a nine-episode season of “quality television” by the American cable network Home Box Office (HBO). HBO's showrunners employed the distinct affordances of television to adapt core game themes regarding both ludic and real-life violence. Close comparisons with the game shed light on the wellsprings of the show's success, and they also highlight distinctive qualities of videogames as a storytelling medium. Naughty Dog's sequel also adapted the first game, using its complex, recursive narration to amend and complicate key moments from the original story. This narrative strategy reveals the influence of quality television, and it also enables the sequel to extend the first game's critique of violence's pleasures and their enabling justifications.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593631","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19 玩转大流行:在 COVID-19 期间使用游戏作为缓冲
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-01 DOI: 10.1177/15554120241236531
Dmitri Williams, Mingxuan Liu, Sukyoung Choi, Nicholas Bowman, Sonia Jawaid Shaikh
Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included both repeated cross-sectional surveys as well as unobtrusive, within-game measures. Among players of a marginally social, large-scale, team-based vehicle combat game (World of Tanks), play time increased slightly while well-being was generally steady. Increases in play were associated with increases in competence, which in turn lead to higher well-being. The theoretical implications and generalizability of the findings are discussed.
在 COVID-19 大流行所造成的混乱中,人们大量使用电子游戏,大概是为了帮助应对消极情绪和社会孤立。本研究试图在特定样本中了解这种游戏对幸福感的影响。研究借鉴了使用与满足理论和自我决定理论,采用纵向视角,纳入了一款游戏在大流行之前和期间的数据。数据既包括重复的横截面调查,也包括非侵入性的游戏内测量。在一款社交性不强的大型团队载具战斗游戏(《坦克世界》)的玩家中,游戏时间略有增加,而幸福感则基本保持稳定。游戏时间的增加与能力的提高有关,而能力的提高又会带来更高的幸福感。本文讨论了研究结果的理论意义和可推广性。
{"title":"Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19","authors":"Dmitri Williams, Mingxuan Liu, Sukyoung Choi, Nicholas Bowman, Sonia Jawaid Shaikh","doi":"10.1177/15554120241236531","DOIUrl":"https://doi.org/10.1177/15554120241236531","url":null,"abstract":"Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included both repeated cross-sectional surveys as well as unobtrusive, within-game measures. Among players of a marginally social, large-scale, team-based vehicle combat game (World of Tanks), play time increased slightly while well-being was generally steady. Increases in play were associated with increases in competence, which in turn lead to higher well-being. The theoretical implications and generalizability of the findings are discussed.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593623","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
FORGE: A Framework for Organizing Rewards in Gamified Environments FORGE:游戏化环境中组织奖励的框架
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-01 DOI: 10.1177/15554120241241555
Rogerio de Leon Pereira, Olivier Tremblay-Savard
Rewards are prevalent game design elements in gamified environments. Rewards are helpful tools to keep players engaged and encouraged to perform tasks. However, implementing a reward system from scratch in every gamified environment, such as citizen science games or educational applications, can be time-consuming. This article presents FORGE, a Framework for Organizing Rewards in Gamified Environments. FORGE is a free and open-source framework built to be easy to install, easy to integrate, flexible and customizable. It was designed to be used in a variety of different environments and scenarios, such as games, training software and interactive websites. The FORGE framework comes with two sample applications, a simple game concept and an educational web application, to demonstrate its capabilities and serve as an entry point for new adopters.
奖励是游戏化环境中普遍存在的游戏设计元素。奖励是让玩家参与并鼓励他们完成任务的有用工具。然而,在公民科学游戏或教育应用程序等每一种游戏化环境中从头开始实施奖励系统可能会耗费大量时间。本文介绍的 FORGE 是一个在游戏化环境中组织奖励的框架。FORGE 是一个免费开源框架,易于安装、集成、灵活且可定制。它设计用于各种不同的环境和场景,如游戏、培训软件和互动网站。FORGE 框架附带了两个示例应用程序,一个是简单的游戏概念,另一个是教育性网络应用程序,以展示其功能并作为新用户的切入点。
{"title":"FORGE: A Framework for Organizing Rewards in Gamified Environments","authors":"Rogerio de Leon Pereira, Olivier Tremblay-Savard","doi":"10.1177/15554120241241555","DOIUrl":"https://doi.org/10.1177/15554120241241555","url":null,"abstract":"Rewards are prevalent game design elements in gamified environments. Rewards are helpful tools to keep players engaged and encouraged to perform tasks. However, implementing a reward system from scratch in every gamified environment, such as citizen science games or educational applications, can be time-consuming. This article presents FORGE, a Framework for Organizing Rewards in Gamified Environments. FORGE is a free and open-source framework built to be easy to install, easy to integrate, flexible and customizable. It was designed to be used in a variety of different environments and scenarios, such as games, training software and interactive websites. The FORGE framework comes with two sample applications, a simple game concept and an educational web application, to demonstrate its capabilities and serve as an entry point for new adopters.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140602915","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation 欲望与妄想:视频游戏(错误)中的巴西法维拉恋物癖
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-04-01 DOI: 10.1177/15554120241239365
Ricardo Martins
Video games have emerged as one of the most ubiquitous forms of media globally, exerting a considerable influence on our perceptions of other cultures. However, contemporary video games have perpetuated negative stereotypes about Brazilian favelas and their residents, prioritizing aesthetics and themes that fetishize poverty, precarity, and violence. This essay critically examines the (mis)representations of Brazilian favelas in video games, exploring their far-reaching implications for global perceptions of favelas and their residents, and their role in perpetuating negative stereotypes.
电子游戏已成为全球最普遍的媒体形式之一,对我们对其他文化的看法产生了相当大的影响。然而,当代电子游戏却延续了对巴西贫民窟及其居民的负面刻板印象,将贫困、不稳定和暴力作为美学和主题的重点。这篇文章批判性地研究了电子游戏中对巴西贫民窟的(错误)表现,探讨了电子游戏对全球对贫民窟及其居民的看法的深远影响,以及电子游戏在延续负面刻板印象方面所起的作用。
{"title":"Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation","authors":"Ricardo Martins","doi":"10.1177/15554120241239365","DOIUrl":"https://doi.org/10.1177/15554120241239365","url":null,"abstract":"Video games have emerged as one of the most ubiquitous forms of media globally, exerting a considerable influence on our perceptions of other cultures. However, contemporary video games have perpetuated negative stereotypes about Brazilian favelas and their residents, prioritizing aesthetics and themes that fetishize poverty, precarity, and violence. This essay critically examines the (mis)representations of Brazilian favelas in video games, exploring their far-reaching implications for global perceptions of favelas and their residents, and their role in perpetuating negative stereotypes.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Disco Pinball: Declining Games and Depression in Disco Elysium 迪斯科弹球迪斯科极乐世界中日渐式微的游戏和抑郁症
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-03-20 DOI: 10.1177/15554120241240018
Ryan Banfi
This essay examines the influence of the pinball industry's late twentieth-century decline on Disco Elysium's (ZA/UM, 2019) narrative. Reference points to pinball must be sought out in Disco Elysium as they are hidden, but once found they implore the player to consider the downfall of games. Gleaning from academic work on ZA/UM's text, archival research, pinball history, and by using formal narrative analysis this paper explains how the downturn of the pinball industry conveys Disco Elysium's political strife—namely capitalism's detrimental influence on the fictional district of Martinaise.
本文探讨了弹球产业在二十世纪末的衰落对《迪斯科极乐世界》(ZA/UM,2019)叙事的影响。在《迪斯科极乐世界》中,必须寻找弹球的参照点,因为它们是隐藏的,但一旦找到,它们就会恳求玩家思考游戏的衰落。本文从ZA/UM的文本、档案研究、弹球史等学术研究中汲取素材,并通过形式叙事分析,解释了弹球业的衰退如何传达了《迪斯科极乐世界》的政治纷争--即资本主义对虚构的马蒂纳斯区的有害影响。
{"title":"Disco Pinball: Declining Games and Depression in Disco Elysium","authors":"Ryan Banfi","doi":"10.1177/15554120241240018","DOIUrl":"https://doi.org/10.1177/15554120241240018","url":null,"abstract":"This essay examines the influence of the pinball industry's late twentieth-century decline on Disco Elysium's (ZA/UM, 2019) narrative. Reference points to pinball must be sought out in Disco Elysium as they are hidden, but once found they implore the player to consider the downfall of games. Gleaning from academic work on ZA/UM's text, archival research, pinball history, and by using formal narrative analysis this paper explains how the downturn of the pinball industry conveys Disco Elysium's political strife—namely capitalism's detrimental influence on the fictional district of Martinaise.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140198685","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding 桥婴与重建美国》:死亡搁浅》中的生殖商品化
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-03-20 DOI: 10.1177/15554120241240101
Audrey Michelle Curry
Hideo Kojima's 2019 video game Death Stranding has sold over 10 million copies since 2022. The game's plot features a post-apocalyptic United States where female bodies become commodities to produce babies, which the government utilizes as equipment to rebuild the country. The purpose of this paper is to analyze how the government's, the terrorists’, and the player character's words and actions reinforce or reject traditional patriarchal views about reproduction. I first establish a background in post-apocalyptic narratives by synthesizing themes from The Handmaid's Tale, The Road, and The Walking Dead. Using feminist post-structuralism, I analyze how reproductive commodification is prioritized over ethics by the government, rejected in favor of general destruction to the greater good by the terrorists, and is used only when absolutely necessary by the player character. I finally argue that commodification narratives are typical within post-apocalyptic narratives, are harmful, and have the potential to influence real-world politics.
小岛秀夫 2019 年推出的电子游戏《死亡搁浅》自 2022 年以来已售出超过 1000 万份。游戏剧情讲述了末世后的美国,女性的身体成为生产婴儿的商品,政府利用这些婴儿作为重建国家的设备。本文旨在分析政府、恐怖分子和玩家角色的言行是如何强化或摒弃传统的父权生殖观的。我首先综合了《女仆的故事》、《路》和《行尸走肉》中的主题,建立了末世叙事的背景。我运用女性主义后结构主义,分析了生殖商品化如何被政府置于道德之上,如何被恐怖分子摒弃,转而为更大的利益而普遍破坏,以及玩家角色如何在绝对必要时才使用生殖商品化。最后,我认为商品化叙事是后启示录叙事的典型特征,是有害的,并有可能影响现实世界的政治。
{"title":"Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding","authors":"Audrey Michelle Curry","doi":"10.1177/15554120241240101","DOIUrl":"https://doi.org/10.1177/15554120241240101","url":null,"abstract":"Hideo Kojima's 2019 video game Death Stranding has sold over 10 million copies since 2022. The game's plot features a post-apocalyptic United States where female bodies become commodities to produce babies, which the government utilizes as equipment to rebuild the country. The purpose of this paper is to analyze how the government's, the terrorists’, and the player character's words and actions reinforce or reject traditional patriarchal views about reproduction. I first establish a background in post-apocalyptic narratives by synthesizing themes from The Handmaid's Tale, The Road, and The Walking Dead. Using feminist post-structuralism, I analyze how reproductive commodification is prioritized over ethics by the government, rejected in favor of general destruction to the greater good by the terrorists, and is used only when absolutely necessary by the player character. I finally argue that commodification narratives are typical within post-apocalyptic narratives, are harmful, and have the potential to influence real-world politics.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140198729","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Player Experience of Minimalist Video Game Design: Case Study of Indie Horror Iron Lung 极简主义电子游戏设计的玩家体验:独立恐怖游戏《铁肺》的案例研究
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-03-04 DOI: 10.1177/15554120241235437
Mienke Fouché
Player experiences of minimalist video games are not well documented. This article addresses this gap by exploring players’ experiences of the minimalist horror video game Iron Lung. This game is identified as employing unique methods of gameplay toward affecting players. A case study design was framed using Caroux et al.’s player–video game interactions and Nealen et al.’s minimalist video game design characteristics and observed through affect theory to consider how bodies (video games) affect other bodies (players). A selection of player reviews was thematically analyzed, and three video streams were observed and analyzed. Results demonstrate that most players were affected as the developer intended using obfuscation, deliberately clumsy mechanics, and unique gameplay pacing. This article contributes to the field of minimalist design by filling the gap of player experiences of minimalist game design. This is useful to video game designers, minimalist designers, interactive experience designers, scenographers, or environmental design specialists.
玩家对极简主义视频游戏的体验并没有很好的记录。本文通过探讨玩家在极简主义恐怖视频游戏《铁肺》中的体验,弥补了这一空白。这款游戏被认为采用了独特的游戏方法来影响玩家。案例研究设计采用了 Caroux 等人的玩家与视频游戏互动和 Nealen 等人的极简视频游戏设计特征,并通过情感理论进行观察,以思考身体(视频游戏)如何影响其他身体(玩家)。我们对部分玩家评论进行了主题分析,并观察和分析了三个视频流。结果表明,大多数玩家都按照开发者的意图受到了影响,开发者使用了混淆、故意笨拙的机制和独特的游戏节奏。本文填补了玩家对极简游戏设计体验的空白,为极简设计领域做出了贡献。这对电子游戏设计师、极简主义设计师、互动体验设计师、场景设计师或环境设计专家都很有帮助。
{"title":"Player Experience of Minimalist Video Game Design: Case Study of Indie Horror Iron Lung","authors":"Mienke Fouché","doi":"10.1177/15554120241235437","DOIUrl":"https://doi.org/10.1177/15554120241235437","url":null,"abstract":"Player experiences of minimalist video games are not well documented. This article addresses this gap by exploring players’ experiences of the minimalist horror video game Iron Lung. This game is identified as employing unique methods of gameplay toward affecting players. A case study design was framed using Caroux et al.’s player–video game interactions and Nealen et al.’s minimalist video game design characteristics and observed through affect theory to consider how bodies (video games) affect other bodies (players). A selection of player reviews was thematically analyzed, and three video streams were observed and analyzed. Results demonstrate that most players were affected as the developer intended using obfuscation, deliberately clumsy mechanics, and unique gameplay pacing. This article contributes to the field of minimalist design by filling the gap of player experiences of minimalist game design. This is useful to video game designers, minimalist designers, interactive experience designers, scenographers, or environmental design specialists.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140032940","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets 形式约束与创造力:将 Game Jams、Dogma '95、Demo Scene、OuBaPo 和 Renga 诗人联系起来
IF 2.8 2区 文学 Q1 Social Sciences Pub Date : 2024-03-04 DOI: 10.1177/15554120241233865
Gorm Lai, Ilaria Vecchi
In a fast-paced world of ever-changing trends, connecting historical roots by linking new movements to existing traditions can be a challenge. Similarly to how Mary Flanagan’s book “Critical Play” situates and contextualizes play in history, we propose and start similar work on game jams. While we don’t have as much room for self-expression in a paper, we focus on two main contributions. The first is to link existing definitions of game jamming and creativity. Secondly, we show how game jams build upon existing traditions of co-creation—sharing and confronting ideas with peers by using formal constraints to fuel creativity and direct the process. To this end, we examine four historic movements—the Danish film movement Dogma ’95, creators of audio visual programs from the demo scene, OuBaPo a group of French comic book writers, and the Japanese renga poets—and relate them to game jams.
在一个潮流瞬息万变的快节奏世界中,通过将新运动与现有传统联系起来来连接历史根源可能是一项挑战。玛丽-弗拉纳根(Mary Flanagan)的著作《批判性游戏》(Critical Play)对游戏在历史上的地位和背景进行了定位,与此相似,我们也提出并开始了类似的游戏夹克工作。虽然我们在论文中没有那么多自我表达的空间,但我们将重点放在两个主要贡献上。首先是将现有的游戏干扰和创造力定义联系起来。其次,我们展示了游戏竞赛是如何通过使用形式约束来激发创造力和指导竞赛过程,从而在现有的与同伴共同创造和交流想法的传统基础上发展起来的。为此,我们研究了四场历史性运动--丹麦电影运动 Dogma '95、Demo 场景中的视听程序创作者、法国漫画作家团体 OuBaPo 和日本 renga 诗人--并将它们与游戏竞赛联系起来。
{"title":"Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets","authors":"Gorm Lai, Ilaria Vecchi","doi":"10.1177/15554120241233865","DOIUrl":"https://doi.org/10.1177/15554120241233865","url":null,"abstract":"In a fast-paced world of ever-changing trends, connecting historical roots by linking new movements to existing traditions can be a challenge. Similarly to how Mary Flanagan’s book “Critical Play” situates and contextualizes play in history, we propose and start similar work on game jams. While we don’t have as much room for self-expression in a paper, we focus on two main contributions. The first is to link existing definitions of game jamming and creativity. Secondly, we show how game jams build upon existing traditions of co-creation—sharing and confronting ideas with peers by using formal constraints to fuel creativity and direct the process. To this end, we examine four historic movements—the Danish film movement Dogma ’95, creators of audio visual programs from the demo scene, OuBaPo a group of French comic book writers, and the Japanese renga poets—and relate them to game jams.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140032911","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Games and Culture
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1