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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 COMMUNICATION 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。
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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 COMMUNICATION 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。
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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 COMMUNICATION 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。
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引用次数: 0
“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering "奇妙感":游戏资本与《魔法:收集》中的怀旧体验
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-02-29 DOI: 10.1177/15554120241234399
Kyle W. Medlock
Popular culture media is a potent wellspring of nostalgia. From remakes and revivifications to perpetual production, aesthetics of nostalgia are commonplace among fan communities who continually encounter and experience both collective and personal pasts during engagement. Existing research has overlooked the role that fans’ gaming capital holds in the emergence of nostalgia, especially in leisure communities such as the trading card game, Magic: The Gathering. Drawing from qualitative interviews with Magic: The Gathering players in Australia, this paper applies the theory of gaming capital to illustrate how the continual acquisition of knowledge ultimately results in nostalgic attachment to times in which one knew very little. While the experience and knowledge gained by transitioning from novice to adept is seen positively, this paper argues it is nonetheless permeated by a pervading sense of loss. Paradoxically, gaming capital bifurcates into a parallel stream of value, specifically nostalgia for lost wonder and inexperience.
大众文化媒体是怀旧的强大源泉。从重拍、复活到永久生产,怀旧美学在粉丝群体中司空见惯,他们在参与过程中不断遭遇和体验集体和个人的过去。现有的研究忽视了粉丝的游戏资本在怀旧情绪出现过程中所起的作用,尤其是在休闲社区,如交易卡游戏《魔法:收集》。本文通过对澳大利亚《魔法:集结》玩家的定性访谈,运用游戏资本理论来说明不断获取知识如何最终导致对所知甚少的时代产生怀旧情结。虽然从新手到高手所获得的经验和知识被积极地看待,但本文认为,这种经验和知识仍然弥漫着一种无处不在的失落感。矛盾的是,游戏资本分化为一种平行的价值流,特别是对失去的奇迹和经验的怀念。
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引用次数: 0
Mapping Game Biopolitics 绘制游戏生物政治地图
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-02-28 DOI: 10.1177/15554120241233808
Michał Kłosiński
This article advances a framework for the analysis of digital game biopolitics that addresses 1) how games represent the governance of life, 2) how games, themselves, govern life, and 3) how games enable forms of player-driven biopolitics. I define two concepts — biopolitical markers and biopolitical paradigms — and provide a set of research questions to help identify and classify various game elements that indicate specific categories of biopolitics: biopower, thanatopolitics, community, and veillance. Ultimately, rather than produce a separate theory of game biopolitics, this article builds on work in other fields to construct a method for studying the governance of life in, by, and through games.
本文提出了一个分析数字游戏生物政治的框架,该框架涉及:1)游戏如何体现对生命的管理;2)游戏本身如何管理生命;3)游戏如何促成玩家驱动的生物政治形式。我定义了两个概念--生物政治标记和生物政治范式--并提出了一系列研究问题,以帮助识别和分类各种游戏元素,这些元素表明了生物政治的特定类别:生物权力(biopower)、比特政治(thanatopolitics)、社区(community)和监视(veillance)。归根结底,本文并没有提出单独的游戏生物政治学理论,而是以其他领域的工作为基础,构建了一种研究在游戏中、通过游戏以及通过游戏治理生命的方法。
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引用次数: 0
Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games 多元游戏:探索在电子游戏中汲取当地文化遗产的用途、机遇和问题
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-02-26 DOI: 10.1177/15554120241234126
Lina Eklund, Renard Gluzman, Kristine Jørgensen, Fares Kayali, Elina Roinioti, Vered Pnueli
In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between independent games and cultural heritage by presenting several paradigms and posing pertinent questions about this evolution. Our study offers a framework that envisions games with strong local identities from diverse regions forming transnational networks and agencies within the videogame industry. Such developments could give rise to a new European game scene that draws inspiration primarily from local heritages, thereby fueling creativity and innovation in the field.
在本文中,我们将探讨欧洲游戏开发商以更大的热情拥抱其文化遗产这一日益增长的趋势。我们采用自下而上的方法,展示了各种与当地文化传统相结合的游戏的成功范例。此外,我们还通过研究那些已经取得文化遗产创造者地位的游戏,探讨了游戏如何才能发展成为文化遗产的创造者。此外,我们还通过介绍几种范例和提出有关这一演变的相关问题,深入探讨了独立游戏与文化遗产之间的潜在融合。我们的研究提供了一个框架,设想来自不同地区的具有强烈地方特色的游戏在电子游戏产业中形成跨国网络和机构。这种发展可能会产生一个新的欧洲游戏场景,主要从地方遗产中汲取灵感,从而促进该领域的创造和创新。
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引用次数: 0
Gamification is not Working: Why? 游戏化行不通:为什么?
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-01-31 DOI: 10.1177/15554120241228125
John Dah, Norhayati Hussin, Muhamad Khairulnizam Zaini, Linda Isaac Helda, Divine Senanu Ametefe, Abdulmalik Adozuka Aliu
Gamification is a trending topic in the scientific community. It is the art of incorporating game elements and game design principles into non-game context. The phenomenon has garnered tremendous attention especially in the field of education and academics. Yet, since it appeared a decade ago, its ascension both in education and other domains hasn’t been uniform, with several failed and inconclusive results. Consequently, scholars have, over the years, made several efforts to probe why gamification isn’t succeeding as hoped. We attempt, therefore, to contribute to this effort by reviewing and discussing some of the core reasons why gamification seems to be faltering in the field of learning and education. Our findings revealed four (4) factors why gamification could be failing. Shallow gamification which is the simplistic and surficial application of game elements on a learning system or activity without transforming the core experience is one determinant. Overjustification effect, the excessive and arbitral use of rewards (extrinsic motivators), which hampers intrinsic motivation is another success determinant. The ‘badges, points, and leaderboards (BPL) gamification’ (or BPL triad) which refers to the use of basic game elements such as the badges, points, and leaderboards is also one reason gamification is still struggling. Lastly, the overreliance on narrow models and theories to explain or design gamified experiences is identified as a factor for gamification haziness. Our study suggests several antidotes to these highlighted challenges, such as deep intentional designs that transcend surface-level implementation of game elements (what is called ‘deep gamification’). Amidst the spree of excessive extrinsic rewards anyhow, we propose a careful consideration of implementing reward-based game elements, especially in multiple learning settings. Again, a move-away from the narrow and overly used models such as the self-determination theory, and flow theory could open success pathways. As we believe, narrow theoretical lens through which gamification is often viewed serves as a limiting factor, impeding the field's progression and obscuring the full potential of gamification as an approach.
游戏化是科学界的一个热门话题。它是一种将游戏元素和游戏设计原则融入非游戏环境的艺术。这一现象已经引起了极大的关注,尤其是在教育和学术领域。然而,自十年前出现以来,它在教育和其他领域的发展并不一致,出现了一些失败和不确定的结果。因此,学者们多年来一直在努力探究游戏化未能如愿成功的原因。因此,我们试图通过回顾和讨论游戏化在学习和教育领域似乎步履蹒跚的一些核心原因,为这一努力做出贡献。我们的发现揭示了游戏化失败的四(4)个因素。其中一个决定性因素是浅游戏化,即在学习系统或活动中简单、表面地应用游戏元素,而不改变核心体验。另一个成功的决定因素是过度调整效应,即过度和武断地使用奖励(外在激励因素),这阻碍了内在激励。徽章、积分和排行榜(BPL)游戏化"(或 BPL 三元组)指的是徽章、积分和排行榜等基本游戏元素的使用,这也是游戏化仍然举步维艰的原因之一。最后,过度依赖狭隘的模型和理论来解释或设计游戏化体验也被认为是游戏化模糊的一个因素。针对这些突出的挑战,我们的研究提出了几种解救方法,例如超越游戏元素表层实施的深度有意设计(即所谓的 "深度游戏化")。在过度的外在奖励风潮中,我们建议认真考虑实施基于奖励的游戏元素,尤其是在多种学习环境中。同样,摆脱狭隘和过度使用的模型,如自我决定理论和流动理论,可以开辟成功之路。我们认为,狭隘的理论视角往往是游戏化的限制因素,阻碍了该领域的发展,也掩盖了游戏化作为一种方法的全部潜力。
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引用次数: 0
Profiles, Perceptions, and Experiences of Video Game Translators 电子游戏翻译的简介、看法和经验
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-01-05 DOI: 10.1177/15554120231223329
Amir Arsalan Zoraqi, Mohsen Kafi
The nuances involved in game localization call for an expert workforce, well-versed in dealing with the challenges involved. Yet, the prospect of game localization is still a blue-water area of research and not much is known regarding the profiles and the current industry practices. Thus, the present study seeks to throw light on the profiles, perceptions, and experiences of game translators. A total of 125 game translators provided qualitative and quantitative data regarding the various aspects of the profession through a 25-item online questionnaire. The findings point to a relatively young, highly educated, and mostly self-employed workforce who undertake translation as their main source of income and have a strong gaming background. The strengths and the weaknesses of the current workflow practices are identified and discussed, and suggestions are made drawing on the perceptions and experiences of game translation practitioners.
游戏本地化所涉及的细微差别需要一支精通应对相关挑战的专家队伍。然而,游戏本地化的前景仍然是一个蓝水研究领域,人们对游戏本地化的概况和当前的行业实践知之甚少。因此,本研究试图揭示游戏翻译的概况、看法和经验。共有 125 名游戏译员通过一份包含 25 个项目的在线问卷提供了有关该行业各方面的定性和定量数据。调查结果表明,游戏译员相对年轻,受教育程度较高,大多为自营职业者,以翻译为主要收入来源,并具有深厚的游戏背景。研究还发现并讨论了当前工作流程做法的优缺点,并根据游戏翻译从业人员的看法和经验提出了建议。
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引用次数: 0
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews 电子游戏无障碍化的底层方法:根据无障碍审查确定优先设计功能
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-01-05 DOI: 10.1177/15554120231222580
Sky LaRell Anderson
This article describes the priorities for accessibility found in video game accessibility reviews. Through an analysis of 20 articles published by the accessibility review websites DAGERSystem.com and CanIPlayThat.com, this study categorizes the accessibility features in those articles in order to discover which accessibility features are the most important to reviewers, gauged by how many words are dedicated to addressing each feature. The study discovers 15 primary categories of accessibility most prominently features in these reviews. Word counts for each category provide a prioritized list of which accessibility features are the most central to video game accessibility. This article concludes by introducing the ground floor approach to video game accessibility, which calls for subtitles, difficulty settings, control options, and visual clarity as essential features in modern game design.
本文介绍了在电子游戏无障碍评论中发现的无障碍优先事项。通过对无障碍评论网站 DAGERSystem.com 和 CanIPlayThat.com 发表的 20 篇文章进行分析,本研究对这些文章中的无障碍功能进行了分类,以发现哪些无障碍功能对评论者来说是最重要的,并以专门论述每个功能的字数来衡量。这项研究发现了这些评论中最突出的 15 个无障碍性主要类别。每个类别的字数都提供了一份优先级列表,列出了哪些无障碍功能对视频游戏无障碍化最为重要。本文最后介绍了视频游戏无障碍化的基本方法,即要求将字幕、难度设置、控制选项和视觉清晰度作为现代游戏设计的基本特征。
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引用次数: 0
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review 通过电子游戏干预减少年轻人的激进主义和暴力极端主义:系统回顾
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-01-02 DOI: 10.1177/15554120231223067
Fatima Lopez Naranjo, M. A. Maldonado, Esther Cuadrado, Manuel Moyano
The development and consumption of video games have experienced a significant boom in recent decades. Recently, attention has been paid to the impact they can have on young people and how extremist and radical groups are using them to recruit and reinforce hateful ideas and behaviors. It would be innovative to use this powerful tool to prevent and educate on values and rights, thereby reducing prejudices toward the outgroup. Therefore, the present systematic review aims to gather and systematize existing knowledge on video game-based interventions to reduce and prevent extremism and violent radicalization in young people, following the PRISMA method, analyzing a total of six articles. The results indicate that such interventions can reduce prejudiced behaviors toward outgroup individuals and increase resilience, empathy, and prosocial interactions. However, further exploration in this field is necessary to better understand the mechanisms involved and improve video game designs for preventive purposes.
近几十年来,电子游戏的开发和消费经历了显著的繁荣。最近,人们开始关注电子游戏对青少年的影响,以及极端主义和激进团体如何利用电子游戏来招募和强化仇恨思想和行为。利用这一强有力的工具来预防和教育价值观与权利,从而减少对异类的偏见,将是一种创新。因此,本系统性综述旨在收集和系统整理有关基于视频游戏的干预措施的现有知识,以减少和预防青少年极端主义和暴力激进化,采用PRISMA方法,共分析了六篇文章。结果表明,此类干预措施可以减少对异类个体的偏见行为,增强复原力、同理心和亲社会互动。然而,为了更好地了解其中的机制并改进用于预防目的的视频游戏设计,有必要在这一领域进行进一步的探索。
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引用次数: 0
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