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Gaming Sexism, Amanda Cote (2020) 《游戏性别歧视》,阿曼达·科特(2020)
IF 0.4 Q3 Computer Science Pub Date : 2022-10-01 DOI: 10.1386/jgvw_00066_5
Sydney Crowley
Review of: Gaming Sexism, Amanda Cote (2020) New York: University of New York Press, 274 pp., ISBN 978-1-47980-220-3, p/bk, USD 30.00
书评:游戏性别歧视,阿曼达科特(2020)纽约:纽约大学出版社,274页,ISBN 978-1-47980-220-3, p/bk, 30.00美元
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引用次数: 0
Alter Ego reveals the future metaverse: Reality is fiction 另一个自我揭示了未来的虚拟世界:现实是虚构的
IF 0.4 Q3 Computer Science Pub Date : 2022-10-01 DOI: 10.1386/jgvw_00065_3
P. Johnson
In fall, Americans were introduced to the first network game show employing virtual reality, aptly titled Alter Ego. Its premise, spinning off several prior reality shows, gave music performers opportunities to compete nationally, but this time contestants assumed the persona of an Alter Ego.
去年秋天,美国人看到了第一个使用虚拟现实技术的网络游戏节目,名字很贴切,叫做《Alter Ego》。它的前提是,剥离了之前的几个真人秀,给音乐表演者提供了在全国范围内竞争的机会,但这一次,参赛者以另一个自我的身份出现。
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引用次数: 0
Financial playthings: Interrogating gamification in retail trading interfaces 金融玩物:零售交易界面中的游戏化问题
IF 0.4 Q3 Computer Science Pub Date : 2022-10-01 DOI: 10.1386/jgvw_00062_1
Agustin Ferrari Braun, A. Gekker
This paper critically interrogates the claims of game-like elements in online brokerages through an interface analysis of three platforms, eToro, Plus500 and DeGiro. The 2021 GameStop Short Squeeze, where coordinated Redditors influenced financial markets through the mass purchase by individuals of ‘meme stock’, was made possible through the availability of retail trading platforms. One popular reading of the events saw it as ‘gamification’ of trading, without necessarily defining how the term is applicable. While we do not find evidence of direct gamification, we offer an explanation of why the gamification discourse persists. The platforms subtly deploying affective grammars linked to playfulness, thus creating a feeling of play without explicit game-like elements. In so doing, they are not just encouraging users to trade extensively, but are calling into question the epistemic distinction between investment and play, which has underpinned the development of finance since the eighteenth century.
本文通过对eToro、Plus500和DeGiro这三个平台的界面分析,批判性地审视了在线经纪中游戏类元素的主张。在2021年的GameStop Short Squeeze中,reddit用户通过个人大规模购买“meme股票”来影响金融市场,这是通过零售交易平台的可用性实现的。一种流行的解读是,这是交易的“游戏化”,但没有必要界定这个词的适用范围。虽然我们没有找到直接游戏化的证据,但我们对游戏化话语持续存在的原因做出了解释。这些平台巧妙地部署了与游戏性相关的情感语法,从而创造了一种没有明确游戏元素的游戏感。在这样做的过程中,它们不仅鼓励用户进行广泛的交易,而且还对投资和游戏之间的认知区别提出了质疑,这种区别自18世纪以来一直支撑着金融的发展。
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引用次数: 0
‘This must be the place’: Understanding video game placeness through atmosphere and the refrain in Dark Souls “一定是这个地方”:通过《黑暗之魂》的氛围和副歌理解电子游戏的地点
IF 0.4 Q3 Computer Science Pub Date : 2022-07-01 DOI: 10.1386/jgvw_00058_1
Andrea Andiloro
This article explores how atmosphere is implicated in the establishment of place in gameworlds through the concept of the ‘refrain’. The atmosphere of a video game is often one of the most memorable constituents of our ludic experiences and is defining of the video game places we encounter during play, yet atmospheres remain highly under-researched and under-theorized within game studies. The article introduces some key theories of atmosphere and explain their relation to ‘place’ and subsequently explore how ‘place’ has been theorized and developed within game studies. I then elaborate on how atmosphere, understood existentially, is conducive to the creation of an atmosphere by addressing the examples of Dark Souls’ hub area and boss arenas. Working through the Deleuze–Guattarian concept of ‘refrain’, I argue that patterns of sound, images and behaviours establish a territory marked by a certain affective intensity, or atmosphere, enabling the experience of place.
本文将通过“重复”的概念探讨游戏世界中的氛围是如何与地点的建立联系在一起的。电子游戏的氛围通常是我们有趣体验中最令人难忘的组成部分之一,它定义了我们在游戏过程中遇到的电子游戏场所,但在游戏研究中,气氛的研究和理论化程度仍然很低。本文介绍了一些关于氛围的关键理论,并解释了它们与“场所”的关系,随后探讨了“场所”是如何在游戏研究中理论化和发展的。然后我以《黑暗之魂》的中心区域和boss舞台为例,详细阐述了氛围是如何帮助创造氛围的。通过德勒兹-瓜达里的“克制”概念,我认为声音、图像和行为的模式建立了一个以某种情感强度或氛围为标志的领域,从而实现了对地方的体验。
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引用次数: 0
Intellectual disability through gaming: Operationalizing accessibility, participation and inclusion 游戏中的智障:可操作性、参与性和包容性
IF 0.4 Q3 Computer Science Pub Date : 2022-07-01 DOI: 10.1386/jgvw_00055_1
Carla Sousa, J. Neves, M. Damásio
Nowadays, the potential of games to promote well-being and social inclusion is already widely documented by research. Yet, how this potential can reach out to underrepresented communities, namely those with very specific accessibility needs, ensuring their participation, is still somewhat unexplored. The present article discusses accessibility, participation and inclusion as three pillars to address the relationship between gaming and intellectual disability (ID). Through this approach, more participatory models of game development and research are proposed, including the operationalization of the social model of disability and the relevance of the context. Therefore, it proposes concrete models, where accessibility is part of the creative process, to better include the voice of the player with ID into gameplay and ensure a final media object that, more than accessible, narratively represents the experience of having this disability.
如今,游戏促进福祉和社会包容的潜力已经被研究广泛证实。然而,如何将这种潜力延伸到代表性不足的社区,即那些有非常特殊的无障碍需求的社区,并确保他们的参与,仍有待探索。本文将无障碍、参与和包容作为解决游戏与智力残疾(ID)关系的三大支柱。通过这种方法,作者提出了更多的参与性游戏开发和研究模式,包括残疾社会模式的操作化和情境的相关性。因此,它提出了具体的模型,其中可访问性是创作过程的一部分,以便更好地将具有ID的玩家的声音包含到游戏玩法中,并确保最终的媒体对象不仅具有可访问性,而且还能从叙事上代表患有这种残疾的体验。
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引用次数: 1
It’s all fun and games until somebody dies: Permadeath appreciation as a function of grief and mortality salience 在有人死亡之前,一切都是有趣的游戏:永久死亡欣赏是悲伤和死亡突出的功能
IF 0.4 Q3 Computer Science Pub Date : 2022-07-01 DOI: 10.1386/jgvw_00057_1
M. West, Elizabeth L. Cohen, J. Banks, Alan K. Goodboy
Challenge is a key gratification sought in video games, and punishment by character death is often the repercussion for poor performance, requiring players to recover or restart. But some gamers go a step further and opt into games that feature permadeath: the permanent death of a game character with no opportunity to recover that character. These experiences may be emotionally taxing for players, but under some circumstances, they can enhance the meaningfulness of the play experience. Participants (N = 394) recruited from online gaming forums were randomly assigned to report on a past permadeath or temporary death gaming experience in order to help understand how the two forms of death experiences may differently impact affective responses, mortality salience and appreciation responses. Permadeath recollections were associated with increased appreciation, mediated by reported grief over the deaths. This indirect effect was stronger for those with stronger parasocial attachments to their characters and those with decreased tendencies to engage in trait meaning making. These findings hint that players less inclined to find meaning in everyday stressors could be more likely to derive meaning from their tragedies in game worlds.
挑战是电子游戏中主要的满足感,角色死亡的惩罚通常是对糟糕表现的反应,要求玩家恢复或重新开始。但有些玩家会更进一步,选择带有permadeath功能的游戏:游戏角色的永久死亡,没有机会恢复该角色。这些体验可能会让玩家产生情感负担,但在某些情况下,它们可以增强游戏体验的意义。从在线游戏论坛招募的参与者(N = 394)被随机分配报告过去的永久死亡或暂时死亡游戏体验,以帮助理解这两种形式的死亡体验如何不同地影响情感反应、死亡率显著性和欣赏反应。永久死亡的回忆与增加的欣赏有关,由报告的死亡悲伤调解。这种间接影响对于那些对他们的性格有更强的副社会依恋的人以及那些参与特征意义构建的倾向较低的人来说更强。这些发现暗示,那些不太倾向于从日常压力源中寻找意义的玩家,更有可能从游戏世界中的悲剧中获得意义。
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引用次数: 1
Approaches to Videogame Discourse: Lexis, Interaction, Textuality, Astrid Ensslin and Isabel Balteiro (eds) (2019) 电子游戏话语的方法:词汇、互动、文本性、Astrid Ensslin和Isabel Balteiro(编辑)(2019)
IF 0.4 Q3 Computer Science Pub Date : 2022-07-01 DOI: 10.1386/jgvw_00060_5
J. S. Lee
Review of: Approaches to Videogame Discourse: Lexis, Interaction, Textuality, Astrid Ensslin and Isabel Balteiro (eds) (2019)Broadway: Bloomsbury Academic, 319 pp.,ISBN 978-1-50133-845-8, h/bk, USD 105.00
回顾:电子游戏话语的方法:词汇,互动,文本性,Astrid Ensslin和Isabel Balteiro(编辑)(2019)百老汇:Bloomsbury学术出版社,319页,ISBN 978-1-50133-845-8, h/bk, 105.00美元
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引用次数: 0
Morality inside the matrix: A qualitative exploration of gamers’ moral considerations in video games 矩阵中的道德:对电子游戏中玩家道德考虑的定性探索
IF 0.4 Q3 Computer Science Pub Date : 2022-07-01 DOI: 10.1386/jgvw_00056_1
Arienne Ferchaud, Stephanie Orme, Emory S. Daniel
Many contemporary video games incorporate decision-making mechanics that can alter a game’s narrative experience for players. Often, these decisions challenge players to engage with questions of ethics, morality and empathy. Much of the previous research on moral decision-making in games assumes that players utilize real-world moral frameworks to make these decisions, without accounting for the way that game spaces function as unique sites for this type of decision-making. Video games can uniquely incentivize or punish players for their in-game decisions, shaping the way players engage with issues of morality. This study examines factors that influence how players approach moral decision-making in video games. Using semi-structured interviews with 24 individuals, we explored how both players’ real-world moral foundations and in-game constraints guide their moral decisions. Findings include how customizable avatars, subsequent playthroughs, in-game rewards and the manner in which a moral conflict is presented to players all influence their choices.
许多现代电子游戏都融入了能够改变玩家叙述体验的决策机制。通常情况下,这些决定会促使玩家思考伦理、道德和同理心问题。之前关于游戏中道德决策的许多研究都假设玩家利用现实世界的道德框架来做出这些决策,而没有考虑到游戏空间作为这种决策的独特场所的方式。电子游戏可以独特地激励或惩罚玩家的游戏决策,塑造玩家参与道德问题的方式。这项研究考察了影响玩家在电子游戏中做出道德决策的因素。通过对24个人的半结构化访谈,我们探讨了玩家的现实道德基础和游戏约束如何指导他们的道德决策。研究结果包括可定制的角色、随后的游戏体验、游戏内奖励以及道德冲突呈现给玩家的方式都会影响他们的选择。
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引用次数: 0
The dark play of monstrosity in NieR: Automata 《尼尔:机械纪元》中怪兽的黑暗玩法
IF 0.4 Q3 Computer Science Pub Date : 2022-07-01 DOI: 10.1386/jgvw_00059_1
L. B. Lima, Dorota Walesa
This article explores elements of monstrosity in Yoko Taro’s NieR: Automata (Platinum Games 2017), arguing in specific that the main ‘monster’ is represented through an extreme distortion of humanity’s values and ideals. The analysis is supported by traditional literature regarding the monstrous and the monstrous-feminine, associated with the definition of dark play and its elements such as dehumanization, to conduct a close reading of NieR: Automata lore, visuals and mechanics. Through the analysis of Simone – a monstrous-feminine machine – as a key point in the journey of discovery enacted by player and game characters, we conclude that machines and androids’ intent understanding and performance of human values, such as beauty, love and consumerism, positions the player as the monster all along.
这篇文章探讨了Yoko Taro的《尼尔:机械纪元》(Platinum Games 2017)中的怪物元素,具体地说,主要的“怪物”是通过对人类价值观和理想的极端扭曲来表现的。这一分析得到了关于怪物和女性怪物的传统文献的支持,并与黑暗游戏的定义及其元素(如去人性化)相关联,从而对《尼尔:机器战士》的剧情、视觉效果和机制进行了深入的解读。通过对Simone这一怪物女性机器的分析,作为玩家和游戏角色发现之旅的关键点,我们得出结论,机器和机器人对人类价值观的意图理解和表现,如美、爱和消费主义,将玩家始终定位为怪物。
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引用次数: 0
Cyberpunk 2077: A case study of ludonarrative harmonies 《赛博朋克2077》:游戏叙事和谐的案例研究
IF 0.4 Q3 Computer Science Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00050_1
Diego Saldivar
This article proposes ludonarrative harmonies as an empirical approach for game analysis, using Cyberpunk 2077 as a case study. This approach scrutinizes the dynamic relationship between story and play elements in a game, as the relationship changes dynamically during gameplay between consonance and dissonance. In this article, consonance is defined as the degree of cohesion between ludic and narrative elements in a game, whereas dissonance would describe a counterpoint, be it conflictive, complementary or otherwise furthering the aesthetic experience. Incoherence between story and play is described here as ludonarrative cacophony. Although inspired by Hocking’s posit of ludonarrative dissonance, this approach uses dissonance to describe a dynamic between elements, rather than qualifying the gameplay experience as antagonistic to the critic’s sensibilities. The intention is to provide a tool to identify general patterns in the relationship between a game’s ludic and narrative components.
本文以《赛博朋克2077》为例,提出将游戏叙事和声作为游戏分析的经验方法。这种方法审视游戏中故事和玩法元素之间的动态关系,因为在游戏玩法过程中,这种关系会在和谐和不和谐之间动态变化。在本文中,和谐被定义为游戏中搞笑元素和叙事元素之间的融合程度,而不和谐则描述对位,可能是冲突的、互补的,也可能是促进审美体验的。故事和游戏之间的不连贯在这里被描述为叙事的不和谐。虽然受到了hoking关于游戏叙事不和谐的观点的启发,但这种方法使用不和谐来描述元素之间的动态,而不是将游戏体验限定为与评论家的情感相对抗。其目的是提供一种工具来识别游戏的乐趣和叙事组件之间的关系的一般模式。
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引用次数: 0
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Journal of Gaming and Virtual Worlds
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