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Blurred boundaries: Post-pandemic perspectives of digital writing pedagogies special issue introduction 模糊的边界:数字写作教学法的后流行病视角特刊导论
Q1 Arts and Humanities Pub Date : 2022-12-01 DOI: 10.1016/j.compcom.2022.102743
Christopher Sean Harris , Lanette Cadle , Elizabeth A. Monske
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引用次数: 1
Making games matter: Games and materiality special issue introduction 制作重要的游戏:游戏和物质性专题介绍
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102730
Rebekah Shultz Colby , Steve Holmes
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引用次数: 0
Cultivating ethical gameplay dispositions through the materiality of gameplay in Illuminati 通过《Illuminati》游戏玩法的物质性培养道德的游戏玩法倾向
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102724
Rebekah Shultz Colby , Steve Holmes

We examine how rules and mechanics act as attractors, or stabilizing end points within the multitude of trajectories in a possibility space, within games that form dispositions through the habits of material gameplay, which players can either resist or accept through a process of phronesis and metis. We videotaped a playthrough of the card game Illuminati and interviewed four players before and after the game. We discovered that the rule of allowing cheating and a player role with an unbalanced mechanic acted as material attractors (DeLanda, 2013; 2016) for gameplay dispositions. However, through a process of metis and phronesis, players resisted the dispositions of cheat and spoilsport and materially played the game so that they embodied the Aristotelian virtue of friendliness instead.

我们研究规则和机制是如何作为吸引物,或在可能性空间的众多轨迹中稳定终点,在游戏中通过物质玩法习惯形成倾向,玩家可以通过实践和融合过程抵制或接受这些倾向。我们录制了纸牌游戏《Illuminati》的游戏过程,并在游戏前后采访了4名玩家。我们发现允许作弊的规则和带有不平衡机制的玩家角色就像是物质吸引物。2016)的玩法倾向。然而,通过一个metis和phronesis的过程,玩家抵制欺骗和破坏的倾向,并在物质上玩游戏,从而体现了亚里士多德的友谊美德。
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引用次数: 0
More than serious: Medicine, games, and care 比严肃更严肃的是:医学、游戏和护理
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102727
Tristin Brynn Hooker, Martha Sue Karnes

For some time, rhetorical games studies have been interested in the potential for serious games to materially affect and embody change in users, in social systems, and in the gaming industry itself. In this study, we use the occasion of the first videogame cleared for marketing as a medical device by the U.S. Food and Drug Administration—EndeavorRx—to examine material-discursive processes that transform a game into medicine, and that produce our ideas of “medicine,” “gaming,” and “seriousness.” Allowing scholarship from rhetorical games studies and from the rhetoric of health and medicine to inform one another, and analyzing textual evidence from materials that produced EndeavorRx’s identity as “medicine,” we argue this more-than-serious transformation habituates the public to a new market, affecting patients, institutions, and disciplinary boundaries.

一段时间以来,修辞游戏研究一直关注严肃游戏对用户、社交系统和游戏行业本身产生实质性影响和体现变化的潜力。在本研究中,我们以美国食品和药物管理局(fda)批准的第一款电子游戏作为医疗设备进行营销为契机,考察了将游戏转化为药物的物质话语过程,以及产生我们对“药物”、“游戏”和“严肃性”概念的过程。让修辞游戏研究和健康与医学修辞的学术知识相互交流,并从产生“医学”身份的材料中分析文本证据,我们认为这种不仅仅是严肃的转变使公众习惯于一个新的市场,影响患者,机构和学科界限。
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引用次数: 1
Random build challenges and vital materialism in The Sims 4: Influences, innovations, and improvisations 《模拟人生4》中的随机构建挑战和重要物质主义:影响、创新和即兴创作
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102723
Amanda M. May

Random build challenges became a trend among Sims YouTubers in April 2020 following Vixella's The Sims 4 but every room is a different pack. This mode of gameplay incorporates computerized randomizers to make building decisions and represent the challenges and risks associated with aleatory invention (Holmes, 2016, Lauer, 2016, Leadon, 2011, Vitanza, 2000). However, these challenges and risks emerge partly from material agency. To explore this phenomenon, I herein use Jane Bennett's (2010) vital materiality as a theoretical lens to examine random build challenges. Central to Bennett's theory is vitality, an agentive quality of both human and nonhuman materials that yields an effect—or in some cases affect—on other materials involved. Through examining three examples from popular Sims 4 YouTubers, Plumbella's random pack build; Lilsimsie's random townie build; and finally LaurenZSide's random meme build, this article demonstrates how player, game, and randomizer vitalities collaborate, compete, and co-exist. In addition to the videos serving as examples of aleatory building processes, random build challenges pose opportunities for experienced composers to implement new approaches in response to aleatory elements that can be adapted to other composing settings.

在Vixella的《模拟人生4》之后,随机建造挑战在2020年4月成为模拟人生youtuber中的一种趋势,但每个房间都是不同的。这种玩法模式结合了计算机化的随机装置来做出建造决策,并呈现出与偶然性发明相关的挑战和风险(Holmes, 2016, Lauer, 2016, Leadon, 2011, Vitanza, 2000)。然而,这些挑战和风险部分来自物质代理。为了探索这一现象,我在此使用Jane Bennett(2010)的重要物质性作为理论视角来研究随机构建挑战。班尼特理论的核心是生命力,这是人类和非人类材料的一种能动性,它会对相关的其他材料产生影响——或者在某些情况下影响。通过分析来自《模拟人生4》youtuber的三个例子,Plumbella的随机包构建;Lilsimsie的随机城镇建筑;最后是LaurenZSide的随机模因构建,这篇文章展示了玩家、游戏和随机元素是如何合作、竞争和共存的。除了视频作为随意构建过程的例子外,随机构建挑战为经验丰富的作曲家提供了实现新方法的机会,以响应可以适应其他作曲环境的随意元素。
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引用次数: 0
Embracing discord? The rhetorical consequences of gaming platforms as classrooms 拥抱不和谐吗?游戏平台作为课堂的修辞后果
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102729
Emily K. Johnson, Anastasia Salter

Gaming culture and platforms are becoming more popular for educational use, a trend that has been amplified during the massive migration to online education and conferencing across institutions in response to the COVID-19 pandemic. Among these repurposed tools, one of the most popular is an unassuming social platform originally associated with guild meetings and gaming communities: Discord. Using a combination of software studies and design thinking, and drawing upon the authors’ experience designing and participating in Discord communities for academic purposes including conferences and classroom usage, this work examines the rhetorical disruption this games-designated platform potentially presents to institutional spaces and expectations. These disruptions and rhetorical disconnects manifest throughout the platform, involving choices in aesthetics, logistical elements of organization and threading (or the lack thereof), and assumptions in visual communication and available rhetorics. Even without greater gamification intention, such design elements and platform affordances can offer significant potential impact on the classroom, conference, or academic organization occupying this space. These changes are not without risks: gaming platforms carry with them mechanisms for decontextualized and intertextual racism, misogyny, and the transference of toxic community norms back to the classroom.

游戏文化和平台在教育方面变得越来越受欢迎,在为应对COVID-19大流行而大规模迁移到在线教育和跨机构会议期间,这一趋势被放大了。在这些重新定位的工具中,最受欢迎的是一个不起眼的社交平台,它最初与公会会议和游戏社区有关:Discord。结合软件研究和设计思维,并借鉴作者为学术目的(包括会议和课堂使用)设计和参与Discord社区的经验,这项工作研究了这个游戏指定平台可能呈现给机构空间和期望的修辞破坏。这些中断和修辞上的脱节贯穿整个平台,包括美学的选择、组织和线程的逻辑元素(或缺乏逻辑元素),以及视觉传达和可用修辞的假设。即使没有更大的游戏化意图,这样的设计元素和平台支持也可以对占用该空间的教室、会议或学术组织产生重大的潜在影响。这些变化并非没有风险:游戏平台带有非语境化和互文本化的种族主义、厌女症以及将有害的社区规范转移回课堂的机制。
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引用次数: 2
Back in my body, or, heuristics for embodied gameful course design 回到我的身体里,或者说是关于游戏化课程设计的启发式
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102728
Elizabeth Caravella

This article examines a case study of a video game based course relying on embodied gameful design as the foundation of its game-based pedagogy. Moving away from some of the more superficial means of gamifying (or, incorporating game based elements into) the classroom, this piece looks specifically at how composition instructors can integrate some of the more habitual and material elements of playing video games into the larger course design to further benefit student learning outcomes. Culminating in the creation of a set of heuristics referred to as The 4 R's (repetition, recognition, relation, and reward), the article ultimately argues for a process of course gamification that relies on Jane McGonigal's (2010) conceptions of gameful design. More specifically, the piece illustrates that the material habituations that occur through gameplay can be translated to the physical classroom in ways that help students achieve their personal and professional learning goals through the practice of embodied gameful course design.

本文分析了一个基于电子游戏的课程的案例研究,该课程依靠嵌入游戏设计作为其基于游戏的教学法的基础。本文不再讨论一些肤浅的游戏化(游戏邦注:或将游戏元素融入课堂)方法,而是着眼于作文教师如何将玩电子游戏的一些习惯和物质元素整合到更大的课程设计中,以进一步提高学生的学习效果。这篇文章以创造一系列被称为4r(重复、识别、关系和奖励)的启发法为高潮,最终论证了Jane McGonigal(2010)的游戏化设计概念。更具体地说,这篇文章说明,通过游戏玩法产生的物质习惯可以转化为实体课堂,帮助学生通过实践游戏化课程设计实现个人和专业学习目标。
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引用次数: 0
“Our world is worth fighting for”: Gas mask agency, copypasta sit-ins, and the material-discursive practices of the Blitzchung controversy “我们的世界值得为之奋斗”:防毒面具机构、静坐示威、闪电战争议中的物质话语实践
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102725
Elizabeth F. Chamberlain

In 2019, video game giant Blizzard banned a competitive e-sports player who made a pro-Hong Kong statement during a post-game interview. The international game community responded with outrage, organizing both on- and offline actions to provoke change within the organization. This article examines the #BoycottBlizzard gaming counterpublic via deceptively discrete mixed methods: a new materialist investigation of protest gear and a distant reading of a Reddit dataset of 3500 posts between October 7 and 10, 2019. The investigation concludes that gas masks demonstrate nonhuman aleatory agency in the #BoycottBlizzard protest movement, by inserting subversive subtext into costumes and gameplay. Online, protestors relied heavily on other resistance tactics, including using Twitch copypasta spam; this article suggests this form of resistance functions similarly to a sit-in. Finally, the article iconographically tracks the rise and dissemination of a particular meme image representing the movement's appointed mascot, a Chinese climatologist named Mei. Ultimately, the Blitzchung counterpublic achieved only modest success; the player's ban was reversed and his prize money reinstated, but many protestors considered Blizzard's response milquetoast. However, this analysis proposes that the Blitzchung counterpublic likely emboldened the 2021 #BoycottBlizzard movement and may in some measure be responsible for its success.

2019年,电子游戏巨头暴雪禁止了一名在赛后采访中发表支持香港言论的竞技电子竞技选手。国际游戏社区对此表示愤怒,组织了线上和线下的行动,在组织内部引发变革。本文通过看似离散的混合方法研究了#抵制暴雪游戏的反公众行为:对抗议装备的新唯物主义调查,以及对2019年10月7日至10日期间3500个帖子的Reddit数据集的远程阅读。调查得出的结论是,防毒面具在#抵制暴雪(#BoycottBlizzard)抗议运动中展示了非人类的选择性,它在服装和游戏玩法中插入了颠覆性的潜台词。在网上,抗议者主要依靠其他抵抗策略,包括使用Twitch上的垃圾邮件;本文认为这种形式的抵抗与静坐类似。最后,这篇文章从图像上追踪了一个特定表情包的兴起和传播,这个表情包代表了该运动指定的吉祥物——一位名叫梅的中国气候学家。最终,闪电战的反公开行动只取得了有限的成功;这名玩家的禁令被撤销了,他的奖金也恢复了,但许多抗议者认为暴雪的回应软弱无力。然而,这一分析表明,闪电战的反公众活动可能鼓励了2021年的#抵制暴雪运动,并可能在某种程度上对其成功负责。
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引用次数: 0
The thing-power of Ring Fit Adventure as embodied play: Tracing new materialist rhetoric across physical and cultural borders 《Ring Fit Adventure》的物质性力量:跨越物质和文化边界追踪新的物质主义修辞
Q1 Arts and Humanities Pub Date : 2022-09-01 DOI: 10.1016/j.compcom.2022.102726
Jialei Jiang , Jason Tham

Keying in on Ring Fit Adventure as a game of analysis, we trace the new materialist rhetoric and thing-power of gaming assemblage across physical and cultural borders. Our new materialist analysis at once builds on and extends beyond the existing scholarship on the hybridity of gaming procedure and bodily movement already made available through a previous generation of embodied gameplay. We take such materialist theorization a bit further to forward a co-constitutive examination of the game's design mechanism in relation to diverse players’ embodied gaming experience. Based on our multimodal analysis of the gaming procedure and diverse YouTube player video reviews of the game, this article reveals that a pluralistic perspective on embodiment—including linguistic, cultural, and corporeal diversity—have the potentiality to disrupt the dominant rhetoric of physical wellness. We conclude this article with implications for the design of a more accessible gaming experience that attends to the thing-power in exercise as well as suggestions for the development of robust digital rhetoric practices and pedagogies.

将《Ring Fit Adventure》作为一款分析游戏,我们将跨越物理和文化边界追踪游戏组合的新唯物主义修辞和事物力量。我们的新唯物主义分析立即建立并扩展了现有的关于游戏过程和身体运动的混合性的学术研究,这些研究已经通过上一代的具体化游戏玩法获得。我们进一步运用这种唯物主义理论,对游戏设计机制与不同玩家的具体游戏体验之间的关系进行共构性检验。基于我们对游戏过程的多模态分析和YouTube玩家对游戏的不同视频评论,本文揭示了体现的多元化视角——包括语言、文化和身体多样性——有可能破坏身体健康的主流修辞。在本文的最后,我们提出了关于设计更容易上手的游戏体验(游戏邦注:即关注运动中的事物力量)的建议,以及关于开发强大的数字修辞实践和教学方法的建议。
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引用次数: 3
Designing born-digital scholarship: A study of webtext authors’ experience and design conventions 设计诞生于数字的学术:网络文本作者的经验与设计惯例研究
Q1 Arts and Humanities Pub Date : 2022-06-01 DOI: 10.1016/j.compcom.2022.102708
Jason Tham , Rob Grace

This study curates an annotated portfolio of print scholarship, web design, and webtext features as a basis for interviews with webtext authors to examine their experiences composing webtexts for publication and design rationales within a four-part design space: orientation, movement, multimodality, and contextualization. Findings show that webtext authors draw on conventions of print-based scholarship and web design to define new possibilities for born-digital scholarship.

本研究策划了一份关于印刷学术、网页设计和网络文本特征的注释组合,作为对网络文本作者的采访的基础,以检查他们在四部分设计空间中为出版和设计原理编写网络文本的经验:方向、运动、多模态和语境化。研究结果表明,网络文本作者借鉴了基于印刷的学术和网页设计的惯例,为诞生的数字学术定义了新的可能性。
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引用次数: 0
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