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In Search of Statistics for the Monster: Piracy and the Precarity of the Nigerian Film Industry 为怪物寻找统计数据:盗版和尼日利亚电影业的不稳定
Q3 Arts and Humanities Pub Date : 2023-11-03 DOI: 10.24140/ijfma.v8.n2.02
John Iwuh, Nicodemus Adai Patrick, Dominic OluwaGbenga Fayenuwo, Benjamin Uchenna Anaemene, Eunice Uwadinma-Idemudia, Anjola Robbin
The study investigates piracy from three categories of stakeholders outside the 3% elite population that patronizes the mega stores. The youth represent a high population of movie viewers found in the suburban areas of selected cities. It also took account of those in the universities that constitute major patronage but do not actually pay the right price for the films. There was the need to study the unique and peculiarity of Nigerian piracy, the level of awareness of consumers of pirated products, the level of involvement of the youths, and if operates uniquely, and exhibits different dynamics from foreign examples, as well as the effectiveness of the antipiracy bodies. This study selected 16 low-budget filmmakers and sampled the opinions of 500 online-dependent university students including TV/DVD-playback suburban youth population. Findings reveal that those who advertently or inadvertently patronize pirated movies account for 88%, with 93% proliferation of low-quality pic¬tures. 100% of university students sampled depend wholly on online downloads, except if compelled to stream online. Mu¬tual suspicion characterizes Nigeria’s film industry, and the study identified six categories that unfortunately make the list of collaborators of Nigerian pirates with unregistered marketers accounting for 93.8%, unscrupulous practitioners outside the registered unions (75%), while 53.3% implicated the regulators. Nigerian film piracy exhibits a special peculiarity of illegally copying, printing, and publicly selling these counterfeits with impunity. And sadly, to the chagrin of creative artists. The study concludes that Nigerian pirates and their patrons enjoy the unhindered liberty of operating publicly, and the law enforcement agents do not yet have the magic wand to end it. Getting listed by Netflix has become a major breakthrough, while the re¬turn of cinema viewing centres presently serves as another avenue of direct negotiation and control for Nollywood filmmakers.
该研究调查了三种类型的利益相关者的盗版行为,而不是光顾大型商店的3%精英人群。这些年轻人代表了在选定城市的郊区发现的大量电影观众。它还考虑了那些大学里的人,他们是电影的主要赞助人,但实际上并没有为电影支付合适的价格。有必要研究尼日利亚盗版的独特性、消费者对盗版产品的认识程度、年轻人的参与程度、其运作方式的独特性、与国外案例的不同动态,以及反盗版机构的有效性。本研究选取了16位低成本电影制作人,并抽样调查了500名网络依赖大学生的意见,其中包括电视/ dvd播放郊区青年人口。调查结果显示,有意或无意观看盗版电影的人占88%,其中93%的人观看的是低质量的电影。抽样调查的100%的大学生完全依赖在线下载,除非被迫在线流媒体。相互猜疑是尼日利亚电影行业的特点,该研究确定了六类不幸被列入尼日利亚盗版合作者名单的人,其中未注册的营销人员占93.8%,注册工会以外的肆无忌惮的从业者(75%),而53.3%的人与监管机构有关。尼日利亚电影盗版表现出一种特殊的特点,即非法复制、印刷和公开销售这些假冒产品而不受惩罚。可悲的是,让富有创造力的艺术家们懊恼的是。该研究的结论是,尼日利亚海盗和他们的赞助人享有不受阻碍的公开活动自由,执法人员还没有魔棒来结束它。被Netflix上市已经成为一个重大突破,而影院观影中心的回归目前是诺莱坞电影人直接谈判和控制的另一个途径。
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引用次数: 0
Precarious Subjectivities and Neoliberal Reconstruction of Modern Family 不稳定的主体性与现代家庭的新自由主义重建
Q3 Arts and Humanities Pub Date : 2023-11-03 DOI: 10.24140/ijfma.v8.n2.01
Sunny Yoon
Parasite (Bong Joonho, 2019) attracted global viewers by addressing the intensifying class stratification and Neo-liberal reconstruction of global economy in the contemporary world. Parasite uniquely features class issues and social criticism instead of depicting typical class struggles between the rich and the poor. Parasite addresses the class structure in transition and highlights the precarious class on the margin. By personalizing class relations into family relations, Parasite features the changing family system along with the breakup of the conventional family. Parasite picks up the very point of this social change and the transformation of family types.
《寄生虫》(奉俊昊,2019年)通过阐述当代世界日益加剧的阶级分层和全球经济的新自由主义重建,吸引了全球观众。《寄生虫》的特点是阶级问题和社会批判,而不是典型的贫富阶级斗争。《寄生虫》讲述了转型中的阶级结构,突出了边缘的不稳定阶级。《寄生虫》将阶级关系个人化为家庭关系,表现了随着传统家庭的解体,家庭制度的变化。《寄生虫》抓住了这种社会变化和家庭类型转变的关键。
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引用次数: 0
Autofiction of the Cognitariat: Self-Criticism of a Bourgeois Dog 认知者的自传体:一条资产阶级狗的自我批评
Q3 Arts and Humanities Pub Date : 2023-11-03 DOI: 10.24140/ijfma.v8.n2.05
Elisa Cuter
Artists and intellectuals living in precarious conditions (or: belonging to the cognitariat), find themselves at the crossroad between precarity and privilege. Julian Radlmaier’s Selbstkritik eines bürgerlichen Hundes (Self-Criticism of a Bourgeois Dog GER, 2017) deals with this issue in a very explicit, self-reflexive way. Its protagonist is a filmmaker on the dole who is sent by the German workfare program to work seasonally as an apple picker. Once at the orchard, when the other workers attempt a revolt, he discovers that his attachment to his status as an artist impedes him to join their struggle. The autofictional form of the film, I demonstrate, reflects a subjectivation dynamic that turns into a spiral of perceived debt, guilt, and political paralysis. By internalizing a widespread anti-intellectual bias, the film offers a paradigmatic account of why it is difficult for members of the cognitariat to solidarize with other segments of the precariat or the working class: the difficulty depends largely on the internalization of neoliberal capitalism’s ambivalent consideration of immaterial, cognitive, and creative work.
艺术家和知识分子生活在不稳定的条件下(或:属于认知者),发现自己在不稳定和特权之间的十字路口。朱利安·拉德迈尔(Julian Radlmaier)的《资产阶级狗的自我批评》(Selbstkritik eines b rgerlichen Hundes)以一种非常明确的、自我反思的方式处理了这个问题。它的主人公是一位靠救济金生活的电影制作人,他被德国的福利计划派去做季节性的苹果采摘工。一到果园,当其他工人试图反抗时,他发现自己对艺术家身份的依恋阻碍了他加入他们的斗争。我证明,这部电影的自虚构形式反映了一种主体化的动力,这种动力变成了一种感知债务、内疚和政治瘫痪的螺旋。通过内化普遍存在的反智偏见,这部电影提供了一个典型的解释,说明为什么认知阶层的成员很难与不稳定阶级或工人阶级的其他部分团结起来:这种困难在很大程度上取决于新自由主义资本主义对非物质、认知和创造性工作的矛盾考虑的内化。
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引用次数: 0
24 February 2022 - for a Geocinematic Use of Found Images 2022年2月24日-将发现的图像用于地球电影
Q3 Arts and Humanities Pub Date : 2023-11-03 DOI: 10.24140/ijfma.v8.n2.07
Hugo Barata, Júlio Alves
Underlying the idea of precarity and the moving image, this paper describes the and theorizes about the original artwork 24TH FEBRUARY 2022 as a video-installation interconnected with the concepts of precarity in production, circulation, and participation in media culture today, this art-based research artwork tries to underpin the very nature of found material as a gateway from the public to the private, commenting on the spectacle of mass media images and also the production of “anarchival” gestures through which its possible to research a specific historic event. Included in a research project entitled FrameScapes that the authors are undergoing at this time, this research outcome relates to the war that Russia brought again to the gates of Europe when it invaded the Ukrainian territory, and also to the conflict in real-time - live action we could call it - in a way we haven’t seen since Desert Storm back in 1991. A continuous feed of videos and photographs in an era of multi-screen distraction and tiktokian dystopias, artists and creatives have the upper hand in constructing from scratch, just like the cubists would glue together a piece of old newspaper and a matchbox to paint a still-life. The precarious nature of found material to make art is present since the first vanguard movements, from Picasso to Duchamp. Through the arts, we’ve been always confronted with gestures of appropriation, quotation, found-footage, archival art, collage or the ready-made, all of these related to meager images. From Marcel Duchamp to Kurt Schwitters, from Douglas Gordon to Christian Marclay, artists have always looked into the metaphor of the precarious as a recontextualization and remediation of image and sound. The artwork 24TH FEBRUARY 2022 is an exploratory artwork about the world-as-camera-screen, responding critically and creatively to different structures of the social, economic and political contexts in today’s art research practice that deals with found materials. The phenomenon of a tele-visual structure presupposes different atopic tele-communities, built under the aegis of tele-presence and tele-objectivity – a dissolution of real space, that embraces geocinematics as a strong narrative contemporary structure, constructed with and bound by precarious images – images that are consistent with a tangible structure of the Real.
基于不稳定性和动态图像的概念,本文将原始艺术作品《2022年2月24日》描述为一个视频装置,并将其理论化,该视频装置与当今媒体文化中生产、流通和参与的不稳定性概念相关联,这一基于艺术的研究作品试图巩固发现材料作为从公共到私人门户的本质。评论大众媒体图像的奇观,以及“无政府”姿态的产生,通过这种姿态,可以研究特定的历史事件。作者目前正在进行一项名为FrameScapes的研究项目,这项研究成果与俄罗斯入侵乌克兰领土时再次将战争带到欧洲大门的战争有关,也与实时冲突有关——我们可以称之为实景冲突——以一种自1991年沙漠风暴以来我们从未见过的方式。在一个多屏幕分散注意力和反乌托邦的时代,视频和照片源源不断,艺术家和创意人员在从零开始构建方面占据了上风,就像立体主义者把一张旧报纸和一个火柴盒粘在一起,画一幅静物画一样。从毕加索(Picasso)到杜尚(Duchamp)的第一次先锋运动开始,创作艺术的现成材料的不稳定性就一直存在。通过艺术,我们总是面对挪用的姿态,引用,发现的镜头,档案艺术,拼贴或现成的,所有这些都与微薄的图像有关。从马塞尔·杜尚(Marcel Duchamp)到库尔特·施威特(Kurt Schwitters),从道格拉斯·戈登(Douglas Gordon)到克里斯蒂安·马克雷(Christian Marclay),艺术家们一直在研究不稳定的隐喻,将其作为图像和声音的重新语境化和修复。《2024年2月24日》是一件探索世界的艺术作品,它以相机屏幕的形式,批判性地、创造性地回应了当今艺术研究实践中涉及发现材料的社会、经济和政治背景的不同结构。遥视结构的现象以不同的主题遥视社区为前提,这些社区是在遥视在场和遥视客观的庇护下建立起来的——一种对真实空间的消解,它将地球电影作为一种强大的叙事当代结构,由不稳定的图像构建并受到其约束——这些图像与真实的有形结构相一致。
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引用次数: 0
The Ambivalent Vision: The "Crip" Invention of "Blind Vision" in Blind Massage 矛盾视觉:盲按摩中“盲视觉”的“蹩脚”发明
Q3 Arts and Humanities Pub Date : 2023-11-03 DOI: 10.24140/ijfma.v8.n2.06
Sihan Wang-Xu
Blind Massage, a film directed by Lou Ye (2014), depicts disability and sexuality through stories of blind masseurs. It employs “blind vision”, a novel form of cinematography that depicts blindness, assisting the film in unfolding the subjective experience of the blind masseurs in both sexual and non-sexual scenes. With the invention of blind vision, Blind Massage introduced a non-normative cinematic experience that decentres vision, while cinema had previously been perceived as an intrinsically visual-centred art form. This paper, therefore, asks: How does the am­bivalent representation of vision contribute to the cinematic representation of disabled sexuality? Does it reinvent or reinforce the normative understanding of disabled sexuality? As a response, the paper argues that the invention of blind vision destabilises the ableist foundation of cinema that centres on visual experience as the source of pleasure. It mainly grounds the argumentation on criticism of Mulvey’s (1975) gaze theory, which discusses visual pleasure and narrative cinema with the psychoanalytic gaze notion. The notion of blind vision will be elab­orated on, not only in cinematography but also as a cultural implication that touches on disability studies and sexuality studies. Methodologically, this paper will, use crip theory, feminist film theories, and psychoanalysis to understand the representation of disabled sexuality in Blind Massage. The paper will be structured as follows. It will first review previous academic discussions on disabled sexuality in cinema. Then, it will elaborate on the invention of blind vision through scene and cinematography analyses and consider how Blind Massage echoes with a Mulveyian gaze theory in terms of marking the gaze as a normative power. Finally, I argue that blind vision could be regarded as an approach to reverse such power and release the potential resistance towards normativity in cinema, with a Lacanian revisit and reworking of the Mulveyian gaze theory.
娄烨导演的电影《盲人按摩》(2014)通过盲人按摩师的故事描绘了残疾和性。它采用了“盲视”,一种描绘盲人的新颖电影摄影形式,帮助电影在性和非性场景中展现盲人按摩师的主观体验。随着盲人视觉的发明,盲人按摩引入了一种非规范的电影体验,使视觉分散,而电影以前被认为是一种本质上以视觉为中心的艺术形式。因此,本文提出的问题是:视觉的双价表征是如何促进残疾人性行为的电影表征的?它是否重塑或强化了对残疾性行为的规范理解?作为回应,本文认为盲视的发明动摇了电影的ableist基础,该基础以视觉体验为快乐来源。本文主要基于对Mulvey(1975)凝视理论的批判,该理论用精神分析的凝视概念来讨论视觉愉悦和叙事电影。盲视的概念不仅将在电影摄影中加以阐述,而且还将作为涉及残疾研究和性研究的文化含义加以阐述。在方法上,本文将运用瘸子理论、女性主义电影理论和精神分析来理解《盲人按摩》中残疾性行为的表现。本文的结构如下。它将首先回顾之前关于电影中残疾性行为的学术讨论。然后,它将通过场景和电影分析来阐述盲人视觉的发明,并考虑《盲人按摩》如何在将凝视标记为规范力量方面与马尔维凝视理论相呼应。最后,我认为,通过拉康学派对马尔维凝视理论的重新审视和改造,盲视可以被视为一种逆转这种力量并释放对电影规范性潜在阻力的方法。
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引用次数: 0
Beats & Units: A story-game design framework Beats & Units:故事游戏设计框架
Q3 Arts and Humanities Pub Date : 2023-06-15 DOI: 10.24140/ijfma.v8.n1.03
Nelson Zagalo, A. Oliveira, Pedro Cardoso, M. Vairinhos
There are no recipes or rules to develop games, any more than there are to develop stories. When we try to define a game system that not only has to create a balanced experience, but also has to tell a story, which can engage players in creating empathy and meaning, everything gets complicated. We faced this problem when we had to develop a serious game with the goal of promoting discussion and awareness among children around nutrition: FlavourGame. In this regard, we needed not only to design game mechanics that would feel complete and progressive, but also to create a narrative that provided meaning to the game experience, in order to ensure an underlying layer to the context of nutrition. For that, we had to develop a framework that could help the team in guiding the telling of the story while designing the progression of the game. In this article, we present the full framework as a story-game design approach to be employed in the creation of serious narrative games.
开发游戏没有食谱或规则,就像开发故事一样。当我们试图定义一个游戏系统时,它不仅要创造平衡的体验,还必须讲述一个故事,让玩家产生共鸣和意义,一切都变得复杂起来。当我们必须开发一款旨在促进儿童对营养的讨论和认识的严肃游戏时,我们遇到了这个问题:FlavourGame。在这方面,我们不仅需要设计出让人感觉完整和进步的游戏机制,还需要创造能够为游戏体验提供意义的叙述,以确保营养背景的潜在层次。为此,我们必须开发一个框架,帮助团队在设计游戏进程的同时指导故事的讲述。在本文中,我们将把完整的框架作为故事游戏设计方法呈现在严肃叙事游戏的创作中。
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引用次数: 0
Game-Based Learning in Higher Education Using Analogue Games 模拟游戏在高等教育中的应用
Q3 Arts and Humanities Pub Date : 2023-06-15 DOI: 10.24140/ijfma.v8.n1.04
Vicky Maratou, Firdaous Ennami, F. Luz, Yama Abdullahi, Raimonda Agnė Medeišienė, Indrė Ščiukauskė, Rizos Chaliampalias, A. Kameas, Carla Sousa, Sara Sara
Games have been effective in helping people to interact with one another and learning more about the culture they inhabit (Piaget, 1962). The importance of games and their centrality to culture is pointed out by Huizinga (1944) who suggested using them as a medium to organise our lived experience and as an escape from their pragmatic focus (Ruckenstein, 1992). The “playful” nature of games results in escapism because it often hides the seriousness of their outcomes (Bateson, 2014; Henricks, 2006). For instance, games can be implemented in war where they are viewed as a deadly sort of game, with elaborate rules, strategies, and codes of sportsmanship. Furthermore, the widespread use of games has gained traction as a rapidly evolving teaching and learning tool in the educational sector as well. This rapid growth in the use of games as an educational tool has led to the creation of an immense number of diverse games, aiding teaching and learning in a multitude of disciplines from economics to art, and numerous encyclopaedic websites of previously developed games have been created. Despite this rapid growth, it is debatable whether this is due to increased effective learning from games, or simply the increased engagement and enjoyment observed in comparison to traditional pedagogical methods. To that end, the current paper explores the practices of analogue GBL across European Higher Education Institutions (HEIs) and the challenges and opportunities associated with Game-Based Learning (GBL) from the perspective of educators and game designers. Gamification – including simple game mechanics, such as points for correct answers (Hidi & Renninger, 2006; Kim, Song, Lockee, & Burton, 2018; Rotgans & Schmidt, 2011) – is often used as a teaching aid to increase student engagement and enjoyment. However, simply adding a game mechanic into classic, lecture-based teaching does not necessarily assist in cognitive retention in classrooms, or develop 21st-century skills. As a matter of fact, more academics are seeing the benefits of GBL (Qian & Clark, 2016), in which games are specifically designed to enhance learning and the development of a certain skillset. It may also involve adapting a game that is already designed for use in the classroom, such as using open world-based board games to teach the interaction between geopolitical groups, or the use of LEGO® blocks to help improve comprehension of city planning. A good GBL intervention will ensure that the central mechanic of a game is linked to the expected learning outcomes of the module (Arnab et al., 2014).
游戏能够有效地帮助人们与他人互动,并更多地了解他们所处的文化。Huizinga(1944)指出了游戏的重要性及其在文化中的中心地位,他建议将游戏作为一种媒介来组织我们的生活体验,并将其作为一种逃避实用主义焦点的方法。游戏的“好玩”本质导致逃避现实,因为它往往掩盖了游戏结果的严肃性(Bateson, 2014;甘伟鸿,2006)。例如,游戏可以在战争中执行,它们被视为一种致命的游戏,具有复杂的规则,策略和体育精神准则。此外,游戏的广泛使用也成为教育领域快速发展的教学工具。游戏作为一种教育工具的快速发展,催生了大量不同类型的游戏,帮助从经济学到艺术等众多学科的教学,并且出现了许多关于之前开发的游戏的百科全书式网站。尽管这种快速增长,但这是由于从游戏中有效学习的增加,还是仅仅是与传统教学方法相比增加了粘性和乐趣,这一点仍存在争议。为此,本文从教育工作者和游戏设计师的角度探讨了模拟GBL在欧洲高等教育机构(HEIs)中的实践,以及与基于游戏的学习(GBL)相关的挑战和机遇。游戏化——包括简单的游戏机制,如正确答案得分(Hidi & Renninger, 2006;Kim, Song, Lockee, & Burton, 2018;Rotgans & Schmidt, 2011)——经常被用作教学辅助工具,以提高学生的参与度和乐趣。然而,简单地将游戏机制添加到经典的、基于讲座的教学中并不一定有助于课堂上的认知保留,或培养21世纪的技能。事实上,越来越多的学者看到了GBL的好处(Qian & Clark, 2016),其中游戏专门设计用于增强学习和特定技能的发展。它也可能涉及改编已经设计用于课堂的游戏,例如使用基于开放世界的棋盘游戏来教授地缘政治团体之间的互动,或使用乐高®块来帮助提高对城市规划的理解。良好的GBL干预将确保游戏的中心机制与模块的预期学习结果相关联(Arnab et al., 2014)。
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引用次数: 1
Modeling Urban Spaces with Cubes: Building analogue serious games for collaborative planning 用立方体建模城市空间:为协同规划构建模拟严肃游戏
Q3 Arts and Humanities Pub Date : 2023-06-15 DOI: 10.24140/ijfma.v8.n1.01
Micael da Silva Sousa
Games are popular as ever. Professionals from every field are trying to build their serious games, combining engaging playability with simulation and learning outcomes. Urban planning is no exception. However, materializing these games is no easy task. We propose a serious game development process to combine modern board game mechanisms with realistic urban maps, profiting from the simplicity, flexibility, and collaboration dynamics analogue games provide. For this, we tested two collaborative games with architecture students. Although different, the games have similar core mechanical and economic systems, modelling urban zones with hexagons and squares. The experience revealed some pitfalls to avoid in game-based planning practice and helped to define a development process for serious games for urban planning.
游戏一如既往地受欢迎。各个领域的专业人士都在努力打造自己的严肃游戏,将吸引人的可玩性与模拟和学习结果相结合。城市规划也不例外。然而,实现这些游戏并非易事。我们提出了一个严肃的游戏开发过程,将现代棋盘游戏机制与现实的城市地图结合起来,从模拟游戏提供的简单、灵活和协作动态中获益。为此,我们测试了两个与建筑系学生合作的游戏。虽然不同,但这两款游戏都有相似的核心机制和经济系统,都是用六边形和正方形来模拟城市区域。这一经验揭示了在基于游戏的规划实践中需要避免的一些陷阱,并帮助我们定义了用于城市规划的严肃游戏的开发过程。
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引用次数: 0
Game Player Types and its Influence on Game Dependency 游戏玩家类型及其对游戏依赖的影响
Q3 Arts and Humanities Pub Date : 2023-06-15 DOI: 10.24140/ijfma.v8.n1.05
Hee Jhee Jiow, Xing Yong Poh, Pauline Phoon, Nicholas Gabriel Lim
This study investigates the relationship between video game dependency and player type typology. As video gaming grows to become an integral part of the lives of many youths, concerns about the consequences of excessive gaming have arisen too. These concerns appear to be grounded as video games have been reported to damage family, school, social and psychological functioning – collectively describing the effects of game dependency (akin to pathological gaming measures). Moreover, over the years, various gamer typologies have been developed to provide insights into the different behaviours and motivations of gamers. While these typologies were initially developed for game designers to create more appealing games, their applicability has since extended beyond. This study adopts such gamer typologies and establishes a framework of player types (Achiever, Guru, Socializers, Explorers) and investigates its influence on game dependency. Through literature review, this study hypothesised that (H1) Achievers will be positively associated with Game Dependency, and (H2) Socializers and Explorers will be negatively associated with Game Dependency. Secondary school students, aged 13-17, were invited through schools to participate in an online survey. Data was collected with the permission of the respective schools to be used for research purposes. A total of students (n=999) was included in the sample, gathered from three secondary schools in Singapore. Game Dependency measure satisfied the reliability criteria with a Cronbach alpha of 0.94. Correlational analysis and comparison of means were performed on the data collected. Our findings showed statistically significant support for H1 and H2. This study explains that the Socializer player type, who are more people- than game-centric, are more likely to follow their social contacts in a game and expand their social network and resources. And as such, they are more likely to play with their friends and would hence have a lower game dependency. On the other hand, the Explorer player type may spend less time in games due to the limited exploratory possibilities present; they may choose to exhibit these tendencies by viewing videos or talking to other players. These constitute activities outside video gaming that are not captured in the current tool used to capture game dependency. The Explorer player type also does not enjoy challenges within the game and may thus stop playing once games get difficult. Therefore, the Explorer player type requires the least measure of commitment (i.e., time, effort, money), which in turn causes an opposite influence on their game dependence. While the measures used are theoretically derived and consistent with other studies, this study went a step further by quantitatively showing its association between the two variables and discriminating between game dependency groups. This study provides a nuanced understanding of the Uses and Gratifications Theory, demonstrating how differen
本研究探讨电子游戏依赖与玩家类型类型学之间的关系。随着电子游戏逐渐成为许多年轻人生活中不可或缺的一部分,过度游戏的后果也引起了人们的关注。这些担忧似乎是有根据的,因为据报道,电子游戏损害了家庭、学校、社会和心理功能——统称为游戏依赖的影响(类似于病态游戏测量)。此外,多年来,各种各样的玩家类型被开发出来,以提供对玩家不同行为和动机的见解。虽然这些类型最初是为了让游戏设计师创造出更吸引人的游戏而开发的,但它们的适用性已经扩展到了其他领域。本研究采用了这些玩家类型,并建立了玩家类型框架(成就者、导师、社交者、探索者),并调查了其对游戏依赖的影响。通过文献回顾,本研究假设(H1)成就者与游戏依赖正相关,(H2)社交者和探索者与游戏依赖负相关。13-17岁的中学生通过学校被邀请参加一项在线调查。数据的收集得到了各学院的许可,将用于研究目的。总共有学生(n=999)被纳入样本,他们来自新加坡的三所中学。游戏依赖测量符合信度标准,Cronbach alpha为0.94。对收集的数据进行相关分析和方法比较。我们的研究结果在统计上显著支持H1和H2。这项研究解释说,比起以游戏为中心,socialalizer玩家更倾向于关注他们在游戏中的社交关系,并扩大他们的社交网络和资源。因此,他们更有可能与朋友一起玩游戏,因此对游戏的依赖程度较低。另一方面,探索者玩家在游戏中花费的时间可能较少,因为他们的探索可能性有限;他们可能会选择通过观看视频或与其他玩家交谈来展示这些倾向。这些构成了电子游戏之外的活动,而当前用于捕获游戏依赖性的工具无法捕获这些活动。探索者玩家也不喜欢游戏中的挑战,一旦游戏变得困难,他们就会停止游戏。因此,Explorer玩家类型需要最少的投入(游戏邦注:即时间、努力和金钱),这反过来又会对他们的游戏依赖产生相反的影响。虽然所使用的测量方法在理论上是推导出来的,并且与其他研究一致,但该研究更进一步,定量地显示了这两个变量之间的关联,并区分了游戏依赖群体。这项研究提供了对使用和满足理论的细微理解,展示了不同玩家类型(类似于满足)如何玩游戏(类似于游戏依赖)。虽然还处于萌芽阶段,但这一尝试已被证明有助于识别有问题的游戏倾向,从而为病态电子游戏玩家的康复工作提供信息,这也是作者试图从事的工作。
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引用次数: 0
Editorial - Games and Learning: Consolidating and Expanding the Potential of Analogue and Digital Games 编辑-游戏与学习:巩固和拓展模拟和数字游戏的潜力
Q3 Arts and Humanities Pub Date : 2023-06-15 DOI: 10.24140/ijfma.v8.n1.edit
Pedro Pinto Neves, Carla Sousa, Micaela Fonseca, Sara Rye
For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.
很长一段时间以来,Games Research一直受到Jaakko Stenros和Annika Waern所称的数字谬误的影响,即将模拟游戏视为数字游戏的一个子集,而不是相反。棋盘游戏曾经与游戏的过去联系在一起,学习与数字游戏与未来联系在一起。现在,棋盘游戏在学习中有了新的见解和应用,同时也复兴为娱乐游戏。尽管棋盘游戏在学习中找到了新的相关性,但数字游戏中已经被认可的学习可能性仍在继续扩大,有了更灵活、更普遍的工具和平台,可以探索更多样的学习研究和实践途径。增强现实和混合现实以及虚拟现实都是需要进一步探索的学习前沿。
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引用次数: 0
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International Journal of Film and Media Arts
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