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Fantasies of Adequacy: Mythologies of Capital in Dark Souls 充足的幻想:《黑暗之魂》中的资本神话
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-08-02 DOI: 10.1177/15554120231192080
Daniel M. Dooghan
Dark Souls, FromSoftware's 2011 action-RPG, has become synonymous with extreme difficulty. The game's success and influence despite its ostensibly niche appeal make it an outlier in an era of increasingly accessible gaming. Yet in eschewing accessibility Dark Souls offers a different, compensatory appeal. Through an analysis of the game's aesthetics from philological, economic, and postcolonial perspectives, this research argues that Dark Souls’ gameplay constitutes an economic fantasy. The game's difficulty can be overcome in the manner celebrated by capital: hard work. Moreover, this fantasy offers a level playing field, a quantitative accounting of progress, and the opportunity to be better than one's neighbors. Dark Souls offers a fantastic economic simulation in which all of capital's demands are justly and predictably rewarded. It both legitimizes the mythologies of capital and invites players to content themselves with the precarious labor of the loyal employee rather than the power of the owners.
《黑暗之魂》是FromSoftware 2011年推出的动作rpg游戏,它已经成为极端难度的代名词。这款游戏的成功和影响力,尽管它表面上是小众的吸引力,但在这个游戏越来越大众化的时代,它是一个异类。然而在避免易用性方面,《黑暗之魂》提供了不同的补偿性吸引力。通过从语言学、经济学和后殖民视角分析游戏美学,本研究认为《黑暗之魂》的玩法构成了一种经济幻想。游戏的困难可以用资本推崇的方式来克服:努力工作。此外,这种幻想提供了一个公平的竞争环境,一个进步的量化计算,以及比邻居更好的机会。《黑暗之魂》提供了一种奇妙的经济模拟,在这种模拟中,所有的资本需求都得到了公正和可预测的回报。它既使资本神话合法化,又让玩家满足于忠诚员工的不稳定劳动,而不是所有者的权力。
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引用次数: 0
How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health? 女性玩家的应对策略和心理健康与普通骚扰和性骚扰的关系
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-08-01 DOI: 10.1177/15554120231177600
Senya Wong, R. Ratan
Female gamers are often exposed to not only general harassment but also sexual harassment during online multiplayer games. Although studies have investigated the effects of harassment and associated coping strategies on the mental health of females within the workplace, comparable studies have not been conducted within online gaming environments. This study surveyed adult female gamers to assess the relationship between female gamers’ exposure to general and sexual harassment, coping strategies (i.e., self-blame, seeking help), and mental health (i.e., distress, anxiety). General and sexual harassment were positively associated with distress and anxiety. Self-blame and seeking help moderated the association of general harassment with distress and anxiety, respectively. Findings highlight the importance of considering the type and level of harassment when examining how coping strategies may moderate the effects of harassment on female gamers’ mental health.
在在线多人游戏中,女性玩家不仅经常受到一般的骚扰,还经常受到性骚扰。虽然有研究调查了工作场所骚扰和相关应对策略对女性心理健康的影响,但没有在在线游戏环境中进行类似的研究。本研究调查了成年女性玩家,以评估女性玩家遭受性骚扰和性骚扰、应对策略(如自责、寻求帮助)和心理健康(如痛苦、焦虑)之间的关系。一般和性骚扰与痛苦和焦虑呈正相关。自责和寻求帮助分别缓和了一般骚扰与痛苦和焦虑的关联。研究结果强调了在研究应对策略如何缓和骚扰对女性玩家心理健康的影响时,考虑骚扰的类型和程度的重要性。
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引用次数: 0
A Typology of Metagamers: Identifying Player Types Based on Beyond the Game Activities 元游戏玩家的类型学:基于游戏之外的活动来识别玩家类型
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-08-01 DOI: 10.1177/15554120231187758
J. Kahila, Teemu Valtonen, Sonsoles López-Pernas, Mohammed Saqr, Henriikka Vartiainen, Sanni Kahila, M. Tedre
Previous research on player profiles or types is based on players’ in-game behaviors and their motivations to play games. However, there are many other activities related to digital games beyond playing the games properly. Using learning analytics methods, the study investigates the prevalence and interconnections between these different metagame activities and classifies gamers based on their use thereof into distinct profiles. The results show that digital game–related information-seeking activities are key metagame activities with connections to other metagame activities. Three distinct profiles of players were identified based on their metagame activities: versatile metagamers, strategizers, and casual metagamers. The results contribute to the existing literature on metagaming and provide insights for game studies, game design and marketing, and digital games and learning.
之前关于玩家资料或类型的研究是基于玩家在游戏中的行为和他们玩游戏的动机。然而,除了玩游戏之外,还有许多与数字游戏相关的活动。使用学习分析方法,该研究调查了这些不同元游戏活动之间的普遍性和相互联系,并根据玩家对这些活动的使用情况对他们进行了不同的分类。结果表明,与数字游戏相关的信息寻找活动是关键的元游戏活动,并与其他元游戏活动相联系。根据他们的元游戏活动,我们可以区分出三种不同的玩家类型:全能元游戏玩家、策略玩家和休闲元游戏玩家。这一结果有助于现有的元游戏文献,并为游戏研究、游戏设计和营销以及数字游戏和学习提供见解。
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引用次数: 1
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay 小岛秀夫《死亡搁浅》的元现代性
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-25 DOI: 10.1177/15554120231187794
S. Radchenko
Games are valuable cultural phenomena — they might indicate social, cultural, and even political trends and agendas. Moreover, they might bare an accurate representation of a common structure of a feeling. Conversely, video games might be studied and understood based on up-to-date cultural trends, one of which is metamodernism. This paper contributes to determining what metamodern games in terms of synopsis and gameplay are. After considering the methodological features of studying video games from a metamodern perspective, it presents a metamodern study case of Hideo Kojima's Death Stranding. Examining oscillation, empathy, constructionism, and object-oriented relations in Kojima's game, the paper proves it to be a shining example of metamodern gaming. Furthermore, analyzing Death Stranding gameplay features from a metamodern perspective determines metamodern-related gameplay elements and strategies.
游戏是有价值的文化现象——它们可能表明社会、文化甚至政治趋势和议程。此外,它们可能准确地表达了一种情感的共同结构。相反地,我们可以基于最新的文化趋势去研究和理解电子游戏,其中之一便是元现代主义。这篇文章有助于从概要和玩法的角度确定什么是元现代游戏。在分析了从元现代视角研究电子游戏的方法论特点后,本文以小岛秀夫的《死亡搁浅》为例进行了元现代研究。通过对Kojima游戏中振荡、移情、建构主义和面向对象关系的研究,本文证明了它是元现代游戏的一个光辉典范。进一步,从元现代视角分析《死亡搁浅》的玩法特征,确定与元现代相关的玩法元素和策略。
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引用次数: 0
“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring “王冠是有实力的保证”:《金环》中的boss、幻想和民主
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-25 DOI: 10.1177/15554120231186476
M. Hines
This article examines the symbolic and discursive effects of the “final boss” trope in speculative and fantasy games. In contrast to our own world, the rulers, kings, and presidents of speculative games are often the most powerful individuals personally or physically, not just systemically. I employ political theorists Claude Lefort and Eric Santner to argue that the utilization of this trope allows audiences to safely engage with tensions and uncomfortable affects which are inherent to life in a democracy. Fighting bosses which are both monarch and the most powerful of their faction allows audiences to smooth frustrations with the symbolic and discursive chaos which often pervades democratic life. I examine one boss, Godrick the Grafted of Elden Ring, as a particularly fascinating example of this dynamic. I employ close readings of character dialogue and design to argue that such games serve a more concretized political function than scholars have identified.
本文将探讨“最终boss”这一比喻在投机和幻想游戏中的象征和话语效果。与我们自己的世界相反,投机游戏中的统治者、国王和总统通常是个人或身体上最强大的人,而不仅仅是系统上的。我引用了政治理论家克劳德·勒福特和埃里克·桑特纳的观点,认为这种比喻的使用可以让观众安全地接触到民主生活中固有的紧张和不舒服的影响。战斗的老板既是君主,也是他们派系中最强大的人,这让观众能够消除对民主生活中经常弥漫的象征性和话语性混乱的挫败感。我研究了一位老板——《Elden Ring》的嫁接者戈德里克(Godrick),他是这种动态的一个特别有趣的例子。我仔细阅读了角色对话和设计,认为这类游戏比学者们认为的具有更具体的政治功能。
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引用次数: 0
Machina ex Dea, Dea ex Machina: Gaia/GAIA/All-Mother and Lugones’ “World”—Traveling in Horizon Zero Dawn (2017) 机器之神,机器之神:盖亚/盖亚/全母和卢戈内斯的“世界”——《地平线:黎明时分》(2017)
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-24 DOI: 10.1177/15554120231188241
Natalie J. Swain
This paper demonstrates that through video game mechanics and internal narrative elements, Horizon Zero Dawn employs Greek mythology to encourage a perspective shift in the player who comes to inhabit the protagonist, Aloy's, worldview. While inhabiting Aloy, an outcast within her own storyworld, Horizon Zero Dawn subtly subscribes to the tenets of standpoint theory which privilege the perspective of the marginalized, and encourages the player to employ Lugones’ “world”-traveling, a skill in which marginalized knowers particularly excel. Horizon Zero Dawn thus engages with Greek mythology and uses the connection that is built between player and avatar to encourage the transcendence of the player situation and to employ Lugones’ “world”-travel in order to respectfully and lovingly engage with others, both within and without the game's storyworld.
通过电子游戏机制和内部叙事元素,《地平线:零之黎明》采用了希腊神话来鼓励玩家转变视角,让他们进入主角Aloy的世界观。《地平线:黎明破晓》居住在Aloy(游戏邦注:Aloy是一个被遗弃在自己的故事世界中的人)中,巧妙地认同了立场理论的原则,即赋予边缘人特权,并鼓励玩家使用Lugones的“世界”旅行技能,这是边缘人特别擅长的技能。因此,《地平线:黎明时分》融入了希腊神话,并利用玩家和角色之间的联系来鼓励玩家超越情境,并利用Lugones的“世界”旅行,以便在游戏故事世界内外与他人进行尊重和友爱的互动。
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引用次数: 0
“A Legend From Before You Were Born”: Final Fantasy VII, Folklore, and Popular Culture “你出生前的传说”:最终幻想7,民间传说和流行文化
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-24 DOI: 10.1177/15554120231187753
Zlatko Bukač, Mario Katić
In this article, we focus on the folklore created by the players and communities of the critically acclaimed and popular Japanese role-playing game Final Fantasy VII (Square Enix, 1997). The formation of what we call Final Fantasy VII fan folklore is presented here as a mixture of the game's transmediality (with official walkthroughs and guidebooks) and elements of the game kept secret by the developers (as well as several false rumors), which were carefully discovered and circulated by the players through an oral tradition (offline and later online) that circulate to this day. By conducting a narrative analysis of the official commercial for Final Fantasy VII Remake (Square Enix, 2020), we argue that the creation of Final Fantasy VII fan folklore has become an important contemporary experiential feature of a nostalgic turn in the gaming industry, and we show that remakes and new editions of older popular products rely heavily on the specific new form of folklore that goes beyond one game.
在这篇文章中,我们将着眼于广受欢迎的日本角色扮演游戏《最终幻想7》(Final Fantasy VII, Square Enix, 1997)的玩家和社区所创造的民间传说。我们所说的《最终幻想7》粉丝传说的形成,是游戏的跨媒介性(包括官方指南和指南)和开发者保密的游戏元素(以及一些虚假谣言)的混合体,这些元素是由玩家精心发现并通过流传至今的口头传统(离线和后来的在线)传播的。通过对《最终幻想7重制版》官方广告(Square Enix, 2020)的叙事分析,我们认为《最终幻想7》粉丝民俗的创造已经成为游戏行业怀旧转向的重要当代体验特征,我们表明,旧热门产品的重制版和新版本在很大程度上依赖于超越一款游戏的特定新民俗形式。
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引用次数: 0
Peace in the Valley: A Media and Discourse Analysis of Eric Barone's Stardew Valley Through Utopian Theory 山谷中的和平:从乌托邦理论看埃里克·巴隆《星露谷》的媒介与话语分析
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-20 DOI: 10.1177/15554120231187793
Orrin Eric Lincoln Mackay, Catherine Anne Roberts
Eric Barone's successful Stardew Valley game epitomizes the genre of farming role-play gaming. This article uses utopian theory to explore how the game economically and socially presents a liberal utopia that reimagines the 1990s with progressive values of the 2010s. Within the game, expenditure is encouraged to be communal, assigning value to socialist economics. Support for recreational cannabis usage is symbolically constructed through the character of Caroline, while queer love is established as both widely accepted and societally beneficial through dialogue with a local drunkard named Shane. Similar constructs of acceptance and acknowledgment are observable in the game's presentation of interracial relationships and mental health issues. In all cases, we concluded that this liberal utopia is reminiscent of Barone's home state of Washington, as the socioeconomic values promoted through the game tend to align with left-wing developments within the state.
Eric Barone的《Stardew Valley》是农场角色扮演游戏的典范。本文运用乌托邦理论来探讨游戏如何在经济和社会上呈现一个自由乌托邦,以2010年代的进步价值观重新想象20世纪90年代。在游戏中,消费被鼓励是公共的,赋予社会主义经济价值。对休闲大麻使用的支持通过Caroline的角色象征性地构建起来,而酷儿之爱通过与当地一个名叫Shane的酒鬼的对话被广泛接受并对社会有益。在游戏对种族间关系和心理健康问题的呈现中,也可以观察到类似的接受和承认结构。在所有情况下,我们得出的结论是,这个自由主义乌托邦让人想起Barone的家乡华盛顿州,因为通过游戏促进的社会经济价值观倾向于与该州的左翼发展保持一致。
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引用次数: 0
Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services 采购产品游戏I, II和III:街机,视频游戏系统,和现代游戏流媒体服务
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-17 DOI: 10.1177/15554120231186634
Ryan Banfi
This paper aims to create a shorthand for video game history – from video games’ infancy to the current subscription model that is dominating gaming. In this essay, I will apply the practices of historical media scholarship that have helped parse out television history (e.g., TV I, TV II, TV III, and TV IV) and film history (e.g., Cinema 1, 2, and 3.0) to define the various shifts in video game history. Gaming I represents the arcade and home system boom up until the 1983 video game Crash, Gaming II describes the post-Crash console period, and finally, Gaming III materializes due to the arrival of modern video game subscriptions. Rather than constructing an exhaustive account of video game history, this essay means to generate more studies on what video game history can mean in the context of the established academic studies on visual media.
本文旨在为电子游戏的历史创造一个简写——从电子游戏的婴儿期到目前主导游戏的订阅模式。在这篇文章中,我将运用历史媒体学术的实践,帮助分析电视历史(例如,电视I,电视II,电视III和电视IV)和电影史(例如,电影1,2和3.0)来定义电子游戏历史的各种转变。游戏1代表了街机和家庭系统的繁荣,直到1983年的视频游戏崩溃,游戏2描述了崩溃后的主机时期,最后,游戏3由于现代视频游戏订阅的到来而实现。本文并不是要对电子游戏的历史进行详尽的描述,而是要在已有的关于视觉媒体的学术研究背景下,对电子游戏的历史进行更多的研究。
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引用次数: 0
Experience, Rationality, Situation and Fallibilism: Establishing a Feminist Pragmatist Epistemology in Game Studies 经验、理性、情境与可错论:在游戏研究中建立女性主义实用主义认识论
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-10 DOI: 10.1177/15554120231186265
Laureline Chiapello
Since the seventies, the definition of scientific knowledge has undergone major shifts. However, game researchers do not sufficiently reflect upon those epistemological changes. This paper suggests that to make game studies more inclusive—for women especially and diverse voices in general—game researchers need to shift from traditional, objective epistemologies toward pragmatist ones instead. To support such an argument, this paper first focuses on the central concepts of pragmatist feminist epistemology: experience, rationality, situation and fallibilism. Those concepts are then used for a rereading of game studies epistemological stances. I argue that game studies initially adhered to traditional epistemologies, which formed hostile attitudes toward women and minorities in the field. On the contrary, several authors now develop their scholarship congruently with a feminist pragmatist epistemology. Their works are analyzed to observe how pragmatist feminist concepts concretely manifest in research.
自20世纪70年代以来,科学知识的定义发生了重大变化。然而,游戏研究者并没有充分反思这些认识论的变化。本文建议,为了使游戏研究更具包容性——特别是对女性和一般的不同声音——游戏研究者需要从传统的、客观的认识论转向实用主义的认识论。为了支持这一论点,本文首先关注实用主义女性认识论的核心概念:经验、理性、情境和可错性。这些概念随后被用于重读游戏研究的认识论立场。我认为,游戏研究最初坚持传统的认识论,这形成了对该领域的女性和少数群体的敌对态度。相反,一些作者现在发展与女性主义实用主义认识论一致的学术。分析她们的作品,观察实用主义女性主义观念在研究中的具体体现。
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引用次数: 0
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Games and Culture
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