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Aesthetics of Agency and the Rhythm of Gameplay 代理美学和玩法节奏
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-06 DOI: 10.1177/15554120231185630
Johan Kalmanlehto
In this study I investigate aesthetics of agency in games in terms of rhythm. Following C. Thi Nguyen's theory of agency as the aesthetic medium of games, I suggest that the aesthetic experience of agency can be interpreted in terms of rhythm. First, I provide an overview of Nguyen's theory of games as the art of agency. By focusing on Nguyen's characterization of the aesthetic experience of agency, I highlight a need for a more detailed description of agential aesthetics. Second, I introduce a philosophical interpretation of rhythm as a distinction between form and flow. Finally, by using Elden Ring as an example I argue that an understanding rhythm as form in continuous motion captures the transient and mutable character of agency as the object of the player's aesthetic experience. Rhythm provides insight into the temporal nature of Nguyen's process aesthetics and explains how agency can have nonconceptual meaning.
在这项研究中,我从节奏的角度研究了游戏中的代理美学。根据C. Thi Nguyen关于代理作为游戏美学媒介的理论,我认为代理的美学体验可以用节奏来解释。首先,我将概述Nguyen关于游戏作为代理艺术的理论。通过关注Nguyen对代理美学体验的描述,我强调需要更详细地描述代理美学。其次,我介绍了节奏的哲学解释,作为形式和流动之间的区别。最后,以《Elden Ring》为例,我认为将节奏理解为连续运动中的形式能够抓住作为玩家美学体验对象的代理的短暂和可变特征。《节奏》提供了对Nguyen过程美学的时间本质的洞察,并解释了代理如何具有非概念性意义。
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引用次数: 0
Top Shelf Drinks, Bottom Line Play: Examining Representations of Class in Bartending and Mixology Games. 顶级货架饮料,底线游戏:检视调酒和调酒游戏中的阶级表征。
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-07-01 DOI: 10.1177/15554120221119962
Scott DeJong, Courtney Blamey

There is an emerging body of games that simulate the labor of drink making and serving at the forefront of play through the role of a bartender or artisanal mixologist. Both are working class but the creative variance between them challenges how economic precarity is understood. The authors ask how this translates to video games when these positions are foregrounded. How do play, poverty, and precarity interconnect in drink making and serving games? Through the qualitative analysis of four games that put the player in the position of bartender or mixologist, this paper shows how creative labor and precarity are illuminated or obfuscated through mechanics and narrative. In doing so, it argues how games, as one form of media, obscure or make visible labor and precarity to players and simultaneously reinforce the romanticization of often exploited creative labor. These findings prompt further questions and research directions on representations of working-class labor.

有一种新兴的游戏,通过调酒师或手工调酒师的角色来模拟制作饮料和服务的劳动。两者都是工人阶级,但他们之间创造性的差异挑战了如何理解经济不稳定。作者想知道,当这些位置出现在电子游戏中时,这将如何转化为电子游戏。在饮料制作和服务游戏中,游戏、贫穷和不稳定是如何相互联系的?通过对四款将玩家置于调酒师或调酒师位置的游戏进行定性分析,本文展示了创造性劳动和不稳定性是如何通过机制和叙述来阐明或模糊的。在此过程中,作者论证了游戏作为一种媒体形式,如何模糊或让玩家看到劳动和不稳定性,同时强化了经常被剥削的创造性劳动的浪漫化。这些发现提示了工人阶级劳动表征的进一步问题和研究方向。
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引用次数: 0
Why and How to Define Educational Video Games? 如何定义教育类电子游戏?
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-26 DOI: 10.1177/15554120231183495
Caitlin Cole, Roberto Hernan Parada, Erin Mackenzie
While the volume of education-based video game research has increased, the field has yet to settle on a consistent definition of educational video games (EVGs). Available definitions of video games do not account for the nuances of games used within education and have not been developed for that purpose. Several systematic reviews and meta-analyses have concluded that the lack of standardized definition is critically hampering a cohesive approach to research in this area. This article begins by reviewing the current scholarship on video game definitions and then suggests a definition for EVGs to improve research outcomes in the field. Given that the major potential of video game use in education is to improve learning, we advocate that educational research scholarship needs to develop a common foundational approach to defining EVG and associated educational technologies. We hope that this definition will advance the field by suggesting a common language and operationalization of EVGs.
尽管基于教育的电子游戏研究数量不断增加,但该领域尚未确定教育电子游戏(evg)的一致定义。电子游戏的现有定义并没有考虑到教育中使用的游戏的细微差别,也不是为此目的而开发的。几项系统综述和荟萃分析得出结论,缺乏标准化定义严重阻碍了该领域研究的凝聚力。本文首先回顾了当前关于电子游戏定义的学术研究,然后提出了evg的定义,以改进该领域的研究成果。鉴于电子游戏在教育中的主要潜力是改善学习,我们主张教育研究学者需要开发一种通用的基础方法来定义EVG和相关的教育技术。我们希望这一定义能够通过提出evg的共同语言和操作化来推动该领域的发展。
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引用次数: 0
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives 玩家只是想要获得乐趣?享乐主义与享乐主义博弈动机的探索性考察
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-26 DOI: 10.1177/15554120231182498
Daniel Possler, R. Daneels, N. Bowman
Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being moved. Yet, it is unclear whether players turn to games to have such eudaimonic experiences. Hence, the present study explored potential eudaimonic gaming motives in an online survey among fans ( N = 894) of five yet-to-be-released games. Specifically, it was examined whether eudaimonic motives, derived from gaming research and scholarship in positive psychology, complement an existing scale measuring gaming motives. Exploratory and confirmatory factor analysis (split-half method) demonstrated that “Eudaimonia” represents a distinct reason to play—alongside the well-known motives of “Absorption” and “Social Interaction.” Moreover, the Eudaimonia motive for using the five games was positively related to general eudaimonic orientations in life and trait-like eudaimonic game preferences. The results suggest that digital gaming may also be eudaimonically motivated.
研究表明,寻求乐趣和享受(即享乐原因)是玩数字游戏的动机。然而,最近的研究表明,游戏也能唤起人们的娱乐体验,比如有意义和被感动。然而,目前还不清楚玩家是否会转向游戏来获得这种虚幻的体验。因此,本研究通过对5款尚未发行游戏的粉丝(N = 894)进行在线调查,探索潜在的游戏动机。具体地说,它检验了来自游戏研究和积极心理学学术的快乐动机是否补充了现有的衡量游戏动机的量表。探索性和验证性因素分析(对半法)表明,除了众所周知的“吸收”和“社交互动”动机外,“快乐感”代表了一种独特的游戏动机。此外,使用五种游戏的快乐动机与生活中的一般快乐取向和特质型快乐游戏偏好呈正相关。研究结果表明,数字游戏也可能是一种现实动机。
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引用次数: 0
“How is it that Someone Like You: paragon, Damn Near Saint; Could Love this World so Damn Much but No One in It?”: Horizon Zero Dawn's Aloy and the Disruption of Hetero-Amatonormative Benevolent Sexism in Female-led Games “为什么像你这样的人:典范,近乎圣人;你能如此爱这个世界却没有人吗?:《地平线:零之黎明》的忠诚以及女性主导游戏中异性恋-非正统的仁慈性别歧视的破坏
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-24 DOI: 10.1177/15554120231179511
M. Allen
While recent data from the Entertainment Software Association indicates there is close to a 50/50 split in gender identification of gamers between men and women, the environment created by stereotypical depictions of women in games as well as negative community interactions continue creating a hostile environment for women who identify as gamers. Since the 2010s, the presence of female playable characters in major studio games began to appear with polarized reception. Horizon Zero Dawn (2017) and Horizon Forbidden West (2022) require players to assume the role of Aloy, a female machine hunter and outcast without a male playable character option. Using Glick and Fiske’s concept of benevolent sexism and the three frames outlined in Schröter and Thon’s video game narrative analysis framework (narrative, ludic, and social), Aloy's narrative was analyzed to highlight how it disrupts amatonormative benevolent sexism in female-led games.
尽管娱乐软件协会(Entertainment Software Association)最近的数据显示,男性和女性玩家的性别认同比例接近50/50,但游戏中对女性的刻板描述所创造的环境,以及消极的社区互动,仍在为女性玩家创造一个充满敌意的环境。自2010年以来,主流工作室游戏中出现的女性可玩角色开始受到两极分化的欢迎。《地平线Zero Dawn》(2017)和《地平线Forbidden West》(2022)要求玩家扮演Aloy,一个没有男性可玩角色选择的女性机器猎人和被放逐者。利用Glick和Fiske的善意性别歧视概念、Schröter中概述的三个框架以及Thon的电子游戏叙事分析框架(叙述性、娱乐性和社交性),我们分析了Aloy的叙事,以突出它如何在女性主导的游戏中破坏非规范的善意性别歧视。
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引用次数: 0
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game 变种人和僵尸无处不在!《恶棍、暴力和自私:后世界末日电子游戏中的人性问题
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-22 DOI: 10.1177/15554120231182802
Philly Wintle
The post-apocalyptic environment has been popular in video games for many decades—from nuclear fallout to alien invasions, there is a fascination with the decline of mankind. This article looks, in light of the Covid-19 outbreak, at the depiction of failing and inhuman worlds in video games about pandemics. The environments in games such as Bioshock (2007), Left 4 Dead (2008, 2009), and The Last of Us (2013), are unflinchingly cruel, often depicting humans (and the player) as selfish entities seeking only self-survival. These environments are destructively violent, and, although the player is often surrounded by ‘mutants', these worlds are also oppressively lonely. This article looks at the fears reflected in pre-Covid-19 pandemic video games and what they say about our world, offering a retrospective view now we are living through a global pandemic perhaps not so different from those found in these games.
几十年来,后世界末日的环境在电子游戏中一直很受欢迎——从核辐射到外星人入侵,人类的衰落令人着迷。鉴于2019冠状病毒病的爆发,本文着眼于电子游戏中对失败和不人道世界的描述。《生化奇兵》(2007年)、《求生之路》(2008年、2009年)和《最后生存者》(2013年)等游戏的环境都非常残酷,通常将人类(和玩家)描绘成自私的实体,只追求自我生存。这些环境具有破坏性的暴力,尽管玩家经常被“变种人”所包围,但这些世界也是令人压抑的孤独。本文着眼于在covid -19大流行之前的电子游戏中反映的恐惧,以及它们对我们世界的影响,提供了一个回顾的视角,现在我们正在经历一场全球大流行,也许与这些游戏中发现的没有太大不同。
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引用次数: 1
Esports Cannot Defeat Homophobia With Capitalism 电子竞技不能用资本主义战胜同性恋恐惧症
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-18 DOI: 10.1177/15554120231181462
Samantha Close
Esports, competitive video gaming, is an emerging media industry looking to legitimize itself on the global stage. Part of its efforts include addressing a culture widely perceived as toxic. Toxic gamer culture claims hegemonic masculinity by degrading any seen as feminine, such as women and queer men; while this problem is endemic to gaming, it is particularly virulent in esports due to its struggles to be recognized as a “real” sport. The methods esports authorities have deployed to combat patriarchal homophobia, however, are insufficient. They share much with an anti-queer respectability politics that reinscribes the market as the ultimate cultural authority. An alternative approach would be one based on the principles of transformative justice, which emphasizes the humanity of both perpetrators and victims while demanding perpetrators take responsibility for the harm they cause. Transformative justice has already proved viable in game live-streaming, as seen by AnyKey's GLHF initiative.
电子竞技,即竞争性视频游戏,是一个新兴的媒体行业,希望在全球舞台上合法化自己。该公司的部分努力包括应对一种被广泛认为有害的文化。有毒的玩家文化通过贬低女性(如女性和酷儿男性)来宣扬男性霸权;虽然这个问题在游戏中很普遍,但在电子竞技中尤其严重,因为它很难被认为是一项“真正的”运动。然而,电子竞技当局为打击父权制同性恋恐惧症而采取的方法是不够的。他们与反酷儿的体面政治有很多共同之处,后者将市场重新定义为最终的文化权威。另一种办法是建立在变革司法原则的基础上,这种原则强调犯罪者和受害者的人性,同时要求犯罪者对其造成的伤害负责。正如AnyKey的GLHF倡议所示,变革正义在游戏直播中已经被证明是可行的。
{"title":"Esports Cannot Defeat Homophobia With Capitalism","authors":"Samantha Close","doi":"10.1177/15554120231181462","DOIUrl":"https://doi.org/10.1177/15554120231181462","url":null,"abstract":"Esports, competitive video gaming, is an emerging media industry looking to legitimize itself on the global stage. Part of its efforts include addressing a culture widely perceived as toxic. Toxic gamer culture claims hegemonic masculinity by degrading any seen as feminine, such as women and queer men; while this problem is endemic to gaming, it is particularly virulent in esports due to its struggles to be recognized as a “real” sport. The methods esports authorities have deployed to combat patriarchal homophobia, however, are insufficient. They share much with an anti-queer respectability politics that reinscribes the market as the ultimate cultural authority. An alternative approach would be one based on the principles of transformative justice, which emphasizes the humanity of both perpetrators and victims while demanding perpetrators take responsibility for the harm they cause. Transformative justice has already proved viable in game live-streaming, as seen by AnyKey's GLHF initiative.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"139 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82261183","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 with Character: A Framework of Characterization in Video Games 玩角色:电子游戏中的人物塑造框架
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-08 DOI: 10.1177/15554120231179496
Alexander Vandewalle, S. Malliet, K. Demoen
Characterization refers to the process of attributing character traits to narrative entities called ‘characters'. While there is a long tradition of characterization theory in literary studies, the topic has not been examined extensively in game research. Based on insights from literary, film, and game studies, this article creates a theoretical model of how ‘character,' or character traits, can be attributed in video games, and offers a methodological vocabulary for further character(ization) research. First, this paper synthesizes the tradition of characterization research in literary studies. Second, it identifies three participants in video game characterization (developers, actors, and players) and introduces the concept of ergodic characterization to describe those instances in which players produce nontrivial characterization efforts. Finally, the framework itself is presented through application to various game titles, and several answers to methodological problems within game characterization analysis are suggested.
人物塑造指的是将角色特征归因于被称为“角色”的叙事实体的过程。虽然在文学研究中有很长的人物塑造理论传统,但这个话题在游戏研究中还没有得到广泛的研究。基于对文学、电影和游戏研究的见解,本文创建了一个关于“角色”或角色特征如何在电子游戏中体现的理论模型,并为进一步的角色化研究提供了方法论词汇。首先,本文综合了文学研究中人物塑造研究的传统。其次,它确定了电子游戏特征的三个参与者(开发者、演员和玩家),并引入了遍历特征的概念来描述玩家产生重要特征的情况。最后,通过对各种游戏的应用来呈现框架本身,并对游戏特征分析中的方法论问题提出了几个答案。
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引用次数: 0
It's Not Always About You: The Subject and Ecological Entanglement in Video Games 不总是关于你:电子游戏的主题和生态纠葛
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-04 DOI: 10.1177/15554120231179261
Nicky Heijmen, J. Vervoort
In the face of a global ecological crisis, culturally dominant framings of subjective experience as separate from living ecologies are no longer sufficient. Games might offer ways to break down these divisions. Alenda Chang has proposed bringing game ecologies to life. To complement her position, in this paper, we aim to inspire game designers and researchers to explore ways in which video games can remodel the perceived player subject as a pathway to ecological entanglement. We investigate four strategies for decentering and deconstructing the subject. These are: (1) deconstructing the subject to foreground internal sources of entanglement; (2) dismantling, distorting, ignoring, and/or invading the visual perspective; (3) conceptual deconstruction and reframing of a sense of self; and (4) decentering the subject through shifting contexts. For each of these, we introduce relevant examples of narrative and gameplay design in existing video games and suggest steps for further development in each direction.
面对全球生态危机,文化主导的主观经验框架与生活生态分离已经不够了。游戏可能会提供打破这些分歧的方法。Alenda Chang提议将游戏生态带入生活。为了补充她的观点,在本文中,我们的目标是激励游戏设计师和研究人员探索电子游戏可以重塑感知玩家主体的方法,作为生态纠缠的途径。我们研究了四种去中心化和解构主题的策略。它们是:(1)解构主体的前景内部纠缠源;(二)拆除、扭曲、忽略、侵占视觉视角的;(3)自我意识的概念解构与重构;(4)通过转换语境使主题去中心化。对于这些问题,我们将介绍现有电子游戏中的故事和玩法设计的相关例子,并建议在每个方向上进一步发展的步骤。
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引用次数: 0
Geographical Aspects of Open-World Video Games 开放世界电子游戏的地理因素分析
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-06-04 DOI: 10.1177/15554120231178871
P. Fraile-Jurado
In recent years, open-world environments in video games have become increasingly popular and immersive. Millions of players are able to explore virtual landscapes that resemble the real world, yet significant differences exist. This study investigates the geographical accuracy of 15 open-world video games. The virtual landscapes in these games were analyzed for horizontal distance compression, increased slopes, idealized climate, simplified vegetation and water features, underpopulation, and spatial segregation of ethnic minorities. The findings show significant differences between the games in terms of their geographical accuracy, with some exhibiting a more realistic representation of the natural and cultural environment compared to others. This study sheds light on the relationship between virtual landscapes in video games and our perception of the real world, offering new insights into this rapidly growing field.
近年来,电子游戏中的开放世界环境变得越来越受欢迎和具有沉浸感。数以百万计的玩家能够探索与现实世界相似的虚拟景观,但存在显著差异。本研究调查了15款开放世界电子游戏的地理准确性。对这些游戏中的虚拟景观进行了水平距离压缩、坡度增加、气候理想化、植被和水景简化、人口不足和少数民族空间隔离等方面的分析。研究结果显示,不同的奥运会在地理准确性方面存在显著差异,有些奥运会比其他奥运会更真实地展示了自然和文化环境。这项研究揭示了电子游戏中的虚拟景观与我们对现实世界的感知之间的关系,为这个快速发展的领域提供了新的见解。
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引用次数: 0
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