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Digital games and the category of auteur: The case of Muriel Tramis 数字游戏与导演类别:以Muriel Tramis为例
IF 0.4 Q3 Computer Science Pub Date : 2023-05-01 DOI: 10.1386/jgvw_00070_1
Filip Jankowski
This article demonstrates how one can distinguish a digital game auteur based on works conceived by Martinican designer Muriel Tramis. Eight games (M.wilo, Freedom, Emmanuelle, Geisha, Fascination, Gobliiins, Lost in Time and Woodruff and the Schnibble of Azimuth) have been selected to extract the characteristic features of Tramis’s contributions. The research results identify four leading features: sophisticated puzzles, subversion of pornography, critique of racism and colonialism and the extensive use of authorial signatures. By engaging with the work of Tramis, the author of this article hopes to spark further academic interest in rediscovering the output of non-canonical (female) designers outside the trans-Pacific circle.
本文将展示如何根据Martinican设计师Muriel Tramis构思的作品来区分数字游戏导演。选取《M.wilo》、《Freedom》、《Emmanuelle》、《Geisha》、《charm》、《Gobliiins》、《Lost in Time》和《Woodruff and the Schnibble of Azimuth》这8款游戏来提取Tramis贡献的特征。研究结果确定了四个主要特征:复杂的谜题,对色情的颠覆,对种族主义和殖民主义的批评以及作者签名的广泛使用。通过参与Tramis的工作,本文的作者希望激发进一步的学术兴趣,重新发现跨太平洋圈以外的非规范(女性)设计师的作品。
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引用次数: 0
Playing farmer: At the intersections of neo-liberal capitalism and ecocriticism in Stardew Valley 扮演农民:在星露谷的新自由资本主义和生态批评的交叉点
IF 0.4 Q3 Computer Science Pub Date : 2023-05-01 DOI: 10.1386/jgvw_00069_1
Sydney Crowley
Eric Barone’s 2016 indie ‘country life simulator’ video game Stardew Valley has yet to be evaluated through the dual lenses of neo-liberal capitalism and ecocriticism. Given his intention for the game to have real-world messages, including the importance of community organization against corporate domination and of environmental conservation, there is a need to evaluate the intent and execution of his vision to determine if the resulting gameplay truly conveys those messages to his audience. This article draws on neo-liberal capitalist video game theory, or the simulation of capitalist circuits in video games as theorized by Kline and Golumbia, and ecocritical video game theory, or environmental modelling strategies in video games as discussed by Chang and Condis, to argue that video games are political texts, that the game mechanics within demonstrate the process-oriented ‘work as play’ mentality that simulates capitalist circuits and that the misrepresentation of environmentality through selective reproduction of real-world processes detrimentally impacts the agency and responsibility of consumers of video games. After engaging in an analysis of Barone’s representations of the in-game economy and environment via the player character’s origin story, methods of production, community organization and environmental interactions, this article concludes with a final discussion about the limitations of video game design, defence of Barone’s intent and execution and submission of suggestions for improvement and reflections on future study.
埃里克·巴隆(Eric Barone) 2016年的独立“乡村生活模拟”电子游戏《星露谷》(Stardew Valley)尚未通过新自由主义资本主义和生态批评的双重视角进行评估。考虑到他想让游戏传达真实世界的信息,包括社区组织对抗公司统治和环境保护的重要性,我们有必要评估他的想法的意图和执行情况,以确定最终的游戏玩法是否真正向他的用户传达了这些信息。本文利用新自由主义资本主义电子游戏理论,或Kline和Golumbia提出的电子游戏中资本主义回路的模拟理论,以及Chang和Condis讨论的生态批评电子游戏理论或电子游戏中的环境建模策略,来论证电子游戏是政治文本。游戏机制展示了以过程为导向的“工作即游戏”心态,这种心态模拟了资本主义循环,通过选择性地复制现实世界的过程来歪曲环境,对电子游戏消费者的代理和责任产生了不利影响。在通过玩家角色的起源故事,制作方法,社区组织和环境互动分析Barone对游戏内经济和环境的表现之后,本文最后讨论了电子游戏设计的局限性,为Barone的意图和执行辩护,并提出了改进建议和对未来研究的思考。
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引用次数: 0
Cyberpunk Culture and Psychology: Seeing through the Mirrorshades, Anna Mcfarlane (2022) 赛博朋克文化与心理学:透过镜子的阴影看,安娜·麦克法兰(Anna Mcfarlane, 2022)
Q3 Computer Science Pub Date : 2023-05-01 DOI: 10.1386/jgvw_00072_5
James Shelton
Review of: Cyberpunk Culture and Psychology: Seeing through the Mirrorshades , Anna Mcfarlane (2022) New York: Routledge, 180 pp., ISBN 978-0-36753-568-1, h/bk, USD 136.00
《赛博朋克文化与心理学:透过镜子的阴影看》,安娜·麦克法兰(2022)纽约:劳特利奇出版社,180页,ISBN 978-0-36753-568-1, h/bk, 136.00美元
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引用次数: 0
Board Games as Media, Paul Booth (2021) 桌面游戏作为媒体,Paul Booth (2021)
IF 0.4 Q3 Computer Science Pub Date : 2023-05-01 DOI: 10.1386/jgvw_00071_5
M. Johnson
Review of: Board Games as Media, Paul Booth (2021) New York: Bloomsbury Academic, 282 pp., ISBN 978-1-50135-717-6, p/bk, USD 29.95
书评:《桌游作为媒介》,Paul Booth(2021),纽约:Bloomsbury学术出版社,282页,ISBN 978-1-50135-717-6, p/bk, 29.95美元
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引用次数: 0
ChoiceScript and developer-mediated self-curation ChoiceScript和开发人员介导的自我管理
Q3 Computer Science Pub Date : 2023-05-01 DOI: 10.1386/jgvw_00068_1
Antranig Sarian
This article looks at how games created with the ChoiceScript authoring tool create a situation in which players construct a sense of self using the developer’s assumptions hidden within the code. Some interactive narratives use statistics (also called ‘alignment systems’) to keep track of player choices, saving them in the form of character descriptions such as ‘Good’, ‘Humanity’ or ‘Booksmarts’. ChoiceScript is an authoring tool designed to encourage the creation of text-based interactive narratives that heavily revolve around such stats and the prominent display of a ‘Show Stats’ page. This article explores how many ChoiceScript games use the procedural enthymeme to embed the developer’s assumptions into their stats. Many ChoiceScript games also have a structure that is evocative of pop culture personality tests. These two elements – the procedural enthymeme and a pop culture personality test structure – combine to generate an experience of developer-mediated self-curation.
本文着眼于使用ChoiceScript创作工具创造的游戏如何创造一种情境,即让玩家使用隐藏在代码中的开发者假设去构建自我意识。有些互动叙述使用统计数据(也称为“对齐系统”)来跟踪玩家的选择,并将其保存为“Good”,“Humanity”或“Booksmarts”等角色描述的形式。ChoiceScript是一个创作工具,旨在鼓励创建基于文本的交互式叙述,这些叙述主要围绕这些统计数据和“显示统计”页面的突出显示。本文将探讨有多少ChoiceScript游戏使用程序推理将开发者的假设嵌入到它们的状态中。许多ChoiceScript游戏也有一个让人想起流行文化个性测试的结构。这两个元素——程序推理推理和流行文化人格测试结构——结合在一起,产生了一种开发者介导的自我管理体验。
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引用次数: 1
Continual creation: Idealism, metaphor and the representation of spatio-temporality 持续创作:理想主义、隐喻与时空再现
IF 0.4 Q3 Computer Science Pub Date : 2023-05-01 DOI: 10.1386/jgvw_00073_1
Erick Verran
In this examination of spatio-temporality’s representation in two- and three-dimensional video games, diegetic time and how a game’s overriding metaphors may be reflected in both gameplay and a storyworld’s virtual environment are considered at length through the idealist philosophy of George Berkeley, with an important adaptation of what Ludwig Wittgenstein referred to as ‘information-time’ experienced by conscious players operating in ‘memory-time’. After considering a number of examples from Outer Wilds and the Legend of Zelda franchise, the question as to whether video games are ontically presentist is resolved by way of a synthesis between the expression of time in spatial terms and every video game’s minimum of interactivity, a distinction I adapt from Henri Bergson and Maurice Merleau-Ponty. The continual creation of a digital world, while materially a fact of hardware limitations, is shown to lend itself metaphorically to an eidetic reading, bound to our intuitive association of time and space with inhabitation.
在对二维和三维电子游戏的时空表征的研究中,乔治·伯克利(George Berkeley)的理想主义哲学深入探讨了叙事时间以及游戏中最重要的隐喻如何反映在玩法和故事世界的虚拟环境中,并对路德维希·维特根斯坦(Ludwig Wittgenstein)所说的“信息时间”进行了重要改编,即有意识的玩家在“记忆时间”中所经历的“信息时间”。在考虑了《荒野外传》和《塞尔达传说》系列的许多例子后,关于电子游戏是否具有现实主义意义的问题可以通过空间时间表达与电子游戏最小交互性之间的综合来解决,这是我从Henri Bergson和Maurice merleu - ponty那里得到的区别。数字世界的不断创造,虽然在物质上是硬件限制的事实,但在隐喻上却被证明是一种清晰的阅读,与我们对居住的时间和空间的直觉联系在一起。
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引用次数: 0
The visual and narrative rhetoric of mental health in Gris Gris小说中心理健康的视觉与叙事修辞
IF 0.4 Q3 Computer Science Pub Date : 2022-10-01 DOI: 10.1386/jgvw_00061_1
Marissa M. Baker
Interdisciplinary game studies have long been fascinated by video games and their potential to improve mental health. Despite this interest, there is not yet a cohesive rhetorical framework to connect conversations about mental health with specific types of games. Following call to adopt the term ‘cosy’ for games which inspire feelings of safety in players, encourage self-actualization and utilize soft aesthetics helps clarify discussions of the games suited to help improve mental health and allow players to process complex emotions. This article uses a close reading of the Nomada Studios game Gris to argue that considering cosiness when studying the connection between games, emotion and mental health will help researchers find a connection between game aesthetics and the types of psychological issues that a game can address effectively.
长期以来,跨学科游戏研究一直被电子游戏及其改善心理健康的潜力所吸引。尽管存在这种兴趣,但目前还没有一个连贯的修辞框架将关于心理健康的对话与特定类型的游戏联系起来。对于那些能够激发玩家安全感、鼓励自我实现和使用软美学的游戏,我们呼吁采用“舒适”一词,这有助于澄清游戏是否适合改善心理健康并允许玩家处理复杂情绪的讨论。本文通过对Nomada Studios的游戏《Gris》的深入解读,认为在研究游戏、情感和心理健康之间的联系时,考虑舒适感将有助于研究人员找到游戏美学与游戏能够有效解决的心理问题类型之间的联系。
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引用次数: 0
Walking simulators and an ethics of care: An essay 行走模拟器和护理伦理:一篇随笔
IF 0.4 Q3 Computer Science Pub Date : 2022-10-01 DOI: 10.1386/jgvw_00064_3
Shiv Issar
The emergence of the genre of ‘walking simulators’ problematized the way by which a ‘game’ is defined. As walking simulators were relegated to the realm of being a non-game or an anti-game in a post-GamerGate world, it became increasingly important to evaluate the relationship that they had with masculinity and femininity. Moreover, it became crucial to articulate the interventions that the genre was offering and to review the definition of a ‘game’ in order to account for greater inclusivity. This essay examines walking simulators through a multidisciplinary lens, bringing in fields such as sociology, queer theory and communication to name a few. By tying together multidisciplinary perspectives on walking simulators, I reveal the genre’s engagements with care-oriented labour and an ‘ethics of care’. The essay concludes with a discussion on the games Firewatch and Death Stranding, where the implications of their respective entanglements with an ethics of care are foregrounded.
“行走模拟器”类型的出现使“游戏”的定义方式出现了问题。在gamergate之后的世界中,随着行走模拟器被降级为非游戏或反游戏领域,评估它们与男性和女性气质的关系变得越来越重要。此外,阐明这一类型所提供的干预措施并重新审视“游戏”的定义以解释更大的包容性也变得至关重要。这篇文章通过多学科的视角考察了行走模拟器,引入了社会学、酷儿理论和传播学等领域,仅举几例。通过将行走模拟器的多学科视角结合在一起,我揭示了该类型与护理导向型劳动和“护理伦理”的联系。本文最后讨论了《看火人》和《死亡搁浅》这两款游戏,在这两款游戏中,它们各自与关怀伦理的纠缠所蕴含的含义是有前景的。
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引用次数: 0
Analysing ancient cuneiform inscriptions in the video game Prince of Persia: The Sands of Time1 分析电子游戏《波斯王子:时之沙》中的古代楔形文字
IF 0.4 Q3 Computer Science Pub Date : 2022-10-01 DOI: 10.1386/jgvw_00063_1
D. Gibson
The textured ancient inscriptions that can be found in the video game Prince of Persia: The Sands of Time are central to this study. There are currently no publications that analyse the ancient cuneiform inscriptions in detail. Most sources of information briefly discuss general ‘game studies’ aspects and do not comment on or criticize historical accuracy. There are limited sources that discuss video games using an Assyriological perspective. This article is, therefore, an interdisciplinary study between archaeogaming and Assyriology, which falls within the broader game studies field. The intent is also to address the ongoing downward trend currently experienced in the field of Ancient Studies by bringing more attention to the study of Assyriology, cuneiform studies and philology in gaming (Assyriogaming) using Prince of Persia: The Sands of Time as a reference. The main focus is to decipher, translate and consider how accurate and immersive the in-game cuneiform textures are in relation to the diegetic time period the game is theoretically set in. The analysis will include a storyline synopsis which will briefly discuss the architectural settings and characters. The purpose of this is to expand upon the already existing game studies literature associated with the game to show how additional background information can be used to frame and construct an implied historical context. This historical context can then be used to translate the in-game cuneiform inscriptions demonstrating why the game can be used as an effective Assyriology teaching tool.
在电子游戏《波斯王子:时之沙》中发现的有纹理的古代铭文是这项研究的核心。目前还没有详细分析古代楔形文字铭文的出版物。大多数信息来源只是简单地讨论了一般的“游戏研究”方面,并没有评论或批评历史的准确性。从亚述的角度来讨论电子游戏的资料有限。因此,本文是考古游戏和亚述学之间的跨学科研究,属于更广泛的游戏研究领域。其目的也是为了解决目前在古代研究领域经历的持续下降趋势,将更多的注意力放在亚述学、楔形文字研究和以《波斯王子:时之沙》为参考的游戏(亚述游戏)中的语言学研究上。我们的主要关注点是破译、翻译和考虑游戏内楔形文字纹理与游戏理论设定的叙事时期之间的精确度和沉浸感。分析将包括一个故事情节概要,简要讨论建筑设置和人物。这样做的目的是扩展已经存在的与游戏相关的游戏研究文献,以展示如何使用额外的背景信息来构建隐含的历史背景。这个历史背景可以用来翻译游戏中的楔形文字铭文,说明为什么游戏可以作为有效的亚述学教学工具。
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引用次数: 0
Adventure Games: Playing the Outsider, Aaron A. Reed, John T. Murray and Anastasia Salter (2020) 《Adventure Games: Playing the Outsider》,Aaron A. Reed, John T. Murray和Anastasia Salter
IF 0.4 Q3 Computer Science Pub Date : 2022-10-01 DOI: 10.1386/jgvw_00067_5
Samuel Poirier-Poulin
Review of: Adventure Games: Playing the Outsider, Aaron A. Reed, John T. Murray and Anastasia Salter (2020) New York: Bloomsbury Academic, 230 pp., ISBN 978-1-50138-582-7, p/bk, USD 52.50
《Adventure Games: Playing the Outsider》,Aaron A. Reed, John T. Murray和Anastasia Salter(2020),纽约:Bloomsbury Academic出版社,230页,ISBN 978-1-50138-582-7, p/bk, 52.50美元
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引用次数: 0
期刊
Journal of Gaming and Virtual Worlds
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