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Social Networking or Social Isolation? A Systematic Review on Socio-Relational Outcomes for Members of Online Gaming Communities 社交网络还是社交孤立?对网络游戏社区成员社会关系结果的系统回顾
2区 文学 Q1 COMMUNICATION Pub Date : 2023-09-20 DOI: 10.1177/15554120231201760
None Tushya, Dinesh Chhabra, Betina Abraham
Recent technological advancements, increased access to gaming setups, and the emergence of free-to-play multiplayer games have contributed to a dramatic rise in the number of players gaming online and subsequently becoming a part of gaming communities. This systematic review explored the impact of being in an online gaming community on socio-relational outcomes, and variables that impacted the relation between gaming community membership and socio-relational outcomes. After screening PubMed, PsycINFO, Scopus, and Web of Science, 24 articles (15,451 players) were included. Results showed a predominantly positive influence of community membership on socio-relational outcomes of friendship, social skills, and social capital. Community-related variables (community size, social interaction, aim of community formation) and game characteristics that interacted with the gaming community (collective play, cooperation, learning to achieve game objectives) impacted the relationship between community membership and social capital. For some players, however, online social capital increased at the expense of offline social capital.
最近的技术进步、游戏设置的普及以及免费多人游戏的出现都推动了在线游戏玩家数量的大幅增长,并逐渐成为游戏社区的一部分。本系统综述探讨了在线游戏社区对社会关系结果的影响,以及影响游戏社区成员与社会关系结果之间关系的变量。在对PubMed、PsycINFO、Scopus和Web of Science进行筛选后,共纳入了24篇文章(15451名参与者)。结果显示,社区成员对友谊、社会技能和社会资本的社会关系结果有显著的积极影响。社区相关变量(社区规模、社会互动、社区形成目标)和与游戏社区互动的游戏特征(集体游戏、合作、学习实现游戏目标)影响社区成员与社会资本之间的关系。然而,对于一些玩家来说,线上社会资本的增加是以线下社会资本的减少为代价的。
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引用次数: 0
Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds 外行星探索和22分钟的世界末日:外荒野的哲学
2区 文学 Q1 COMMUNICATION Pub Date : 2023-09-16 DOI: 10.1177/15554120231200396
Eduardo Luersen, Julieth Paula
In this essay, we work over the imageries of exoplanetary exploration in digital games, observing their connections with concepts from media theories and science fiction studies. This articulation aims to comprehend how, in a philosofictional manner, games fictionally extrapolate the conditions of possibility for astronomical observation, allegorizing a series of contemporary themes regarding the technoscientific knowledge of space and planetary systems. As an analytical procedure, we observe game assets, images, and design dynamics, articulating them theoretically in three axes: technoscientific paraphernalia, compared planetology, and oblique orbits. With this, we understand how games can creatively approach (and, in the light of science fiction, extrapolate) contemporary relationships between science, technology, and society.
在本文中,我们将着眼于数字游戏中的系外行星探索图像,观察它们与媒体理论和科幻小说研究概念的联系。这种表达旨在理解游戏如何以哲学的方式虚构地推断天文观测的可能性条件,寓言一系列关于空间和行星系统技术科学知识的当代主题。作为一种分析过程,我们观察游戏资产、图像和设计动态,并在三个轴上对它们进行理论阐述:技术设备、比较行星学和倾斜轨道。基于此,我们便能够理解游戏如何创造性地处理科学、技术和社会之间的当代关系。
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引用次数: 0
Gaming Capital on Overwatch's Official Forums 《守望先锋》官方论坛上的Gaming Capital
2区 文学 Q1 COMMUNICATION Pub Date : 2023-09-14 DOI: 10.1177/15554120231198890
Henry Korkeila, Steven Dashiell, J. Tuomas Harviainen
This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, users’ role in forums, has the developer replied to thread, topic, date, whether there are types of capital (social, economic, cultural, symbolic) present, and in what linguistic form is the message posted. Findings: while discussions are within Overwatch's framework, there is scarcely any demonstrable amount of gaming capital in a single post or reply. Certain topics elicited more discussion, articulation methods varied but greatly leaned on the user's anecdotal experiences. Further, it was found that gaming capital is used to validate users’ own views and argument for the credibility of the user and their messages.
本研究使用《守望先锋》的公共讨论板来观察基于情境的游戏资本是如何通过信息呈现、积累和消耗的。该数据包含一个为期1个月的快照,其中分析了50个浏览次数最多的线程。从每个帖子和前10个回复中记录了以下方面:观点,评论数量,用户在论坛中的角色,开发者是否回复了帖子,主题,日期,是否存在资本类型(社会,经济,文化,符号),以及以何种语言形式发布的消息。发现:虽然讨论是在《守望先锋》的框架内进行的,但在单个帖子或回复中几乎看不到任何游戏资本的数量。某些话题引发了更多的讨论,发音方法多种多样,但很大程度上依赖于用户的轶事经验。此外,我们还发现,游戏资本被用来验证用户自己的观点,以及用户及其信息的可信度。
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引用次数: 0
Introduction: Reconsidering Paratext as a Received Concept. 引言:重新思考Paratext作为一个公认的概念。
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-09-01 Epub Date: 2023-09-06 DOI: 10.1177/15554120231184280
Alan Galey

It is now 40 years since Gérard Genette's work introduced the term paratexts into literary studies, giving a unifying name to the many kinds of texts that serve as thresholds to other texts. The term and concept have migrated into the study of several other media forms, including video game studies, thanks principally to Mia Consalvo in Cheating: Gaining Advantage in Video Games (2007) and Steven Jones in The Meaning of Video Games: Gaming and Textual Strategies (2008). The term's meaning expanded in the process, which has been the subject of much debate since then. Over a decade later, the timing seems apt to take stock of the concept of paratextuality and consider new ways of adapting it. This introduction to a special issue titled "Video Games and Paratextuality" reconsiders Genette's reception in video game studies, and introduces a set of articles that together look beyond Genette.

Gérard Genette的作品将副文本一词引入文学研究已经40年了,这为作为其他文本门槛的许多文本起到了统一的名字。这个术语和概念已经转移到其他几种媒体形式的研究中,包括电子游戏研究,这主要归功于Mia Consalvo在《作弊:在电子游戏中获得优势》(2007)和Steven Jones在《电子游戏的意义:游戏和文本策略》(2008)中的研究。这个词的含义在这个过程中得到了扩展,从那时起,这一直是许多争论的主题。十多年后,这个时机似乎很适合评估副文本性的概念,并考虑新的改编方式。这期题为“电子游戏与副文本性”的特刊的引言重新审视了杰内特在电子游戏研究中的接受度,并介绍了一组超越杰内特的文章。
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引用次数: 0
Games and Culture Special Issue publication notice 游戏与文化特刊出版公告
2区 文学 Q1 COMMUNICATION Pub Date : 2023-09-01 DOI: 10.1177/15554120231191605
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引用次数: 0
Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality 超越游戏本身:理解作者意图,玩家代理和物质性作为准性的程度
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-09-01 DOI: 10.1177/15554120231181193
Regina Seiwald
Video games present a complex medium for the study of paratextuality due to their fringed textual, authorial, and material borders. This paper addresses how previous and current research in video game paratextuality informs analyzes of authorial intent, player agency, and materiality with regard to the text–paratexts relationship established in video games. The first part of this article revisits Genette's concept of paratexts in light of video game scholarship. It then offers a detailed analysis of authorial intent and player agency as well as materiality in terms of paratexts by looking at sandbox games, narrative games, and first-person shooter games as case study groups. Distinguishing between instances of high, medium, and low paratextuality shows that ancillary material is located at different distances from the text and with varying influence on its reception, proposing paratextuality as a gradient scale.
电子游戏由于其文本、作者和材料的边界而呈现出一种复杂的媒介。本文阐述了之前和当前关于电子游戏准文本性的研究是如何为作者意图、玩家代理和关于电子游戏中文本-准文本关系的物质性分析提供信息的。本文的第一部分将从电子游戏学术的角度重新审视Genette的准文本概念。然后,通过将沙盒游戏、叙事游戏和第一人称射击游戏作为案例研究小组,详细分析了作者意图、玩家代理以及准文本中的物质性。区分高、中、低准意性的实例表明,辅助材料位于离文本不同距离的地方,对其接受程度有不同的影响,提出准意性是一个梯度尺度。
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引用次数: 0
The Use of Games in Citizen Science Based on Findings from the EyeWire User Study 基于EyeWire用户研究结果的游戏在公民科学中的应用
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-08-30 DOI: 10.1177/15554120231196260
Mirela Jaśkowiec, Małgorzata Kowalska-Chrzanowska
The article addresses the use of games for citizen research. Following the results of the EyeWire user research, the authors attempt to answer the question of the impact of introductory game training on task performance, identify the areas with the most significant effect on participants’ performance, and assess users’ impressions and level of engagement in the proposed working model. A survey method was used to investigate user impressions. Fixation data were obtained from eye-tracking studies. The research shows, that users with experience with computer games do better in scientific discovery games. The main reasons to engage in this type of project are the need for learning development and self-development. The results indicate a significant cognitive strain on users, notably in the initial phase of solving tasks independently. It infers the conclusion that this should be considered when designing such programs and the pace of introducing the user to its functions should be adjusted.
这篇文章讨论了游戏在公民研究中的应用。根据EyeWire用户研究的结果,作者试图回答介绍性游戏训练对任务表现的影响问题,确定对参与者表现影响最大的领域,并在提议的工作模型中评估用户印象和参与度。使用调查方法来调查用户印象。注视数据来自眼动追踪研究。研究表明,有电脑游戏经验的玩家在科学探索类游戏中表现更好。从事这类项目的主要原因是学习发展和自我发展的需要。结果表明,用户在独立解决任务的初始阶段存在显著的认知压力。由此得出结论,在设计此类程序时应考虑到这一点,并调整向用户介绍其功能的速度。
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引用次数: 0
Challenging Heroic Narratives of Polar Exploration in Indie Video Games 在独立电子游戏中挑战极地探险的英雄叙事
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-08-18 DOI: 10.1177/15554120231196261
Alena Cicholewski
80 Days and South of the Circle feature storylines in which polar expeditions are not represented as places for the unfolding of heroized journeys; instead, their protagonists are confronted with the limits of their agency. In contrast to common pop cultural representations that turn polar exploration into a tale of individual white European men emerging triumphant over harsh nature, both video games in question emphasize the importance of cooperation for survival. The playable characters, French valet Jean Passepartout in 80 Days and British climatologist Peter Hamilton in South of the Circle, embark on their journeys to the Arctic and Antarctica, respectively, with high hopes of heroic discovery that are soon dashed by the harshness of the polar environments. As the games’ plots progress, a critique of the European imperialist-expansionist impetus of past polar expeditions emerges through the way their representation of European explorers addresses questions of nature, masculinity, and nation.
《80天》和《南极圈之南》的故事情节中,极地探险并不是英雄化旅程展开的地方;相反,他们的主角面对的是他们代理的局限性。与将极地探险变成欧洲白人个体战胜严酷自然的故事的流行文化表现不同,这两款电子游戏都强调了合作生存的重要性。《80天》中的法国男仆让·路路通和《南极圈之南》中的英国气候学家彼得·汉密尔顿分别踏上了他们的北极和南极之旅,他们满怀英雄般的发现希望,但很快就被极地环境的严酷粉碎了。随着游戏情节的发展,对过去极地探险的欧洲帝国主义扩张主义动机的批评,通过他们对欧洲探险家解决自然、男子气概和民族问题的方式出现。
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引用次数: 0
Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media 死亡只是开始吗?人们如何悼念社交媒体中的人工角色
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-08-09 DOI: 10.1177/15554120231190195
Sercan Sengün, João M. Santos, Joni O. Salminen, Milica Milenkovic, B. Jansen
We analyze the audience response to the death of narrative-driven fictitious characters with predetermined fates, whether part of a virtual or cinematic story, and specifically from video games and TV series. Our aim is to contribute to the studies of identification and empathy with fictitious characters in media, as well as to close the research gap around these studies by specifically focusing on the death of the characters. We collected 3000 online comments on the deaths of 16 characters from video games and TV series. We coded each comment according to the five stages of grief by Kübler-Ross and Kessler and performed quantitative (using LIWC2015 psycholinguistic analysis software) and qualitative analysis (using thematic analysis). Overall, we found a strong resemblance between the processes of grief for real and fictitious characters and uncovered differences of language when discussing the death of a character based on (a) their gender; (b) their role in the story; (c) their interactivity mode; and (d) the form of media. Finally, qualitative analysis revealed unique and novel themes for on-screen deaths, such as (a) the effects of aural cues; (b) nostalgia and beauty; (c) resurrection and transmedia; (d) spoilers; (e) comparisons and real-life connotations; (f) the effects on the franchise; and (g) the effects of the gender of the viewer on these discussions. We discuss our findings in detail, along with implications for future character development.
我们分析了观众对故事驱动的虚拟角色死亡的反应,这些角色具有预定的命运,无论是虚拟故事还是电影故事的一部分,特别是电子游戏和电视剧。我们的目标是为媒体中虚构角色的认同和同理心研究做出贡献,并通过特别关注角色的死亡来缩小这些研究的研究差距。我们收集了3000条关于电子游戏和电视剧中16个角色死亡的在线评论。我们根据k bler- ross和Kessler的五个悲伤阶段对每个评论进行编码,并进行定量分析(使用LIWC2015心理语言学分析软件)和定性分析(使用主题分析)。总的来说,我们发现真实角色和虚构角色的悲伤过程非常相似,并且在讨论角色死亡时发现了基于(a)性别的语言差异;(b)他们在故事中的角色;(c)交互模式;(四)媒介形式。最后,定性分析揭示了屏幕死亡的独特和新颖的主题,例如(a)听觉线索的影响;(b)怀旧与美丽;(c)复活和跨媒体;(d)的破坏者;(e)比较和现实内涵;(f)对特许经营的影响;(g)观看者的性别对这些讨论的影响。我们详细讨论了我们的发现,以及对未来性格发展的影响。
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引用次数: 0
Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences 令人难忘的游戏体验的识别:对密室逃生游客体验的分析
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-08-07 DOI: 10.1177/15554120231190648
M. Nowacki, Andrzej Stasiak
Escape room is a type of game in which players have to solve several puzzles to leave the room in a limited time. It is a relatively new form of recreation but thanks to the global diffusion of innovations, the game has reached all continents over the decade, gaining unprecedented popularity, especially in large cities. The article aims to identify and characterize the attributes of memorable game experiences (MGEs) of escape room customers in Budapest, Hungary (the eldest in Europe, well-established market for this entertainment). The paper attempts to define the components of MGEs innovatively, using text-mining analysis of big data. This study used mixed methods: quantitative and qualitative. The research material consisted of 6203 opinions on experiences in 29 escape rooms in Budapest posted on TripAdvisor. The main components of positive experiences of users of escape rooms are puzzles as well as the arrangement and decoration. Other key components of the experience include staff, storytelling, the value of service, ambience, and atmosphere. Memorable game experiences are strongly saturated with emotions, resulting from the players’ high involvement in the game and their full immersion in an artificially arranged problem situation. The obtained results indicate both the key areas necessary to create positive experiences and the elements resulting in the formation of negative experiences.
《密室逃脱》是一款玩家必须在有限时间内解决若干谜题才能离开房间的游戏。这是一种相对较新的娱乐形式,但由于创新的全球传播,这项运动在过去十年中已经到达了所有大洲,获得了前所未有的普及,尤其是在大城市。本文旨在识别和描述匈牙利布达佩斯(欧洲最古老、最完善的此类娱乐市场)的密室逃生用户的难忘游戏体验属性。本文试图利用大数据的文本挖掘分析,创新地定义MGEs的组成部分。本研究采用定量与定性相结合的研究方法。研究资料包括6203条关于布达佩斯29个密室逃生体验的意见。密室逃生用户积极体验的主要组成部分是谜题以及密室的布置和装饰。体验的其他关键组成部分包括员工、故事、服务的价值、氛围和氛围。令人难忘的游戏体验充满了情感,这是由于玩家对游戏的高度投入,他们完全沉浸在人为安排的问题情境中。所获得的结果表明了创造积极体验所必需的关键领域和导致消极体验形成的因素。
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引用次数: 0
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Games and Culture
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