This article employs the logic of discursive transgression to address critical readings of CD Projekt Red’s Cyberpunk 2077 which argue for the game to be a genre failure. The narrative- and worldbuilding-focused criticism of the game, prominent in its reviews, can be seen as fuelled by Cyberpunk 2077’s fallibility with regard to the functions of a literary formula and the interaction with the discursive expectations of the audience. By erasing, diminishing or mishandling themes central to current cultural and public debates, the game creates a near future vision in which they are deprived of relevance. As the article argues, the negative reception of that vision results in a transgressive revelation of discursive premises which become consolidated upon the confrontation with their disappearance. Thus, the game’s genre failure enables reflection on the significance of preconceptions in critical reception.
这篇文章使用了话语越界的逻辑去阐述CD Projekt Red的《赛博朋克2077》的批判性解读,即认为这是一款类型失败的游戏。关于游戏的叙述和世界建设的批评在评论中非常突出,这可以被看作是《赛博朋克2077》在文学公式的功能以及与用户话语期望的互动方面的错误所推动。通过删除、减少或不当处理当前文化和公共辩论的核心主题,游戏创造了一个近期的愿景,在这个愿景中,这些主题被剥夺了相关性。正如文章所论证的那样,对这一愿景的消极接受导致了对话语前提的越界启示,这些前提在与它们消失的对抗中得到巩固。因此,这款游戏在类型上的失败让我们反思了在评论接受中先入为主的重要性。
{"title":"Cyberpunk 2077 and transgressive failure","authors":"Agata Zarzycka","doi":"10.1386/jgvw_00049_1","DOIUrl":"https://doi.org/10.1386/jgvw_00049_1","url":null,"abstract":"This article employs the logic of discursive transgression to address critical readings of CD Projekt Red’s Cyberpunk 2077 which argue for the game to be a genre failure. The narrative- and worldbuilding-focused criticism of the game, prominent in its reviews, can be seen\u0000 as fuelled by Cyberpunk 2077’s fallibility with regard to the functions of a literary formula and the interaction with the discursive expectations of the audience. By erasing, diminishing or mishandling themes central to current cultural and public debates, the game creates a\u0000 near future vision in which they are deprived of relevance. As the article argues, the negative reception of that vision results in a transgressive revelation of discursive premises which become consolidated upon the confrontation with their disappearance. Thus, the game’s genre failure\u0000 enables reflection on the significance of preconceptions in critical reception.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75524170","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article aims to analyse the representation of the moon in the open-world action RPG Cyberpunk 2077, released by CD Projekt Red in 2020, and its influence on a experience of time during the play. A close reading of CD Projekt’s title suggests a non-mimetic, cinematic and subjective approach to time in the game. Additionally, in Night City, the moon does not change its appearance and remains in its full phase almost until the end of the game. It serves as a bridge between the pre-designed narrative and the ludic interactions with the open world, creating an experience unique to the medium of video games. It signalizes that the player and their avatar V have entered the diachronic, atemporal space. At the same time, the lunar temporality can be read as an emanation of cyberpunk’s frozenness-in-time and its embrace of the neo-liberal version of the end of history.
本文旨在分析CD Projekt Red于2020年发行的开放世界动作RPG《赛博朋克2077》中月亮的表现,以及它对游戏过程中的时间体验的影响。仔细阅读CD Projekt的标题就会发现,这款游戏采用了一种非模仿的、电影化的、主观的时间处理方法。此外,在《夜之城》中,月亮不会改变它的外观,直到游戏结束时才会保持完整的状态。它充当了预先设计的叙述与开放世界的有趣互动之间的桥梁,创造了电子游戏媒体的独特体验。这表明玩家和他们的角色V已经进入了历时的、非时间的空间。与此同时,月球的时间性可以被解读为赛博朋克的时间冻结,以及它对历史终结的新自由主义版本的拥抱。
{"title":"The moon, the play and the end of history: A study of lunar temporality in Cyberpunk 2077","authors":"Joanna Kaniewska","doi":"10.1386/jgvw_00048_1","DOIUrl":"https://doi.org/10.1386/jgvw_00048_1","url":null,"abstract":"This article aims to analyse the representation of the moon in the open-world action RPG Cyberpunk 2077, released by CD Projekt Red in 2020, and its influence on a experience of time during the play. A close reading of CD Projekt’s title suggests a non-mimetic, cinematic\u0000 and subjective approach to time in the game. Additionally, in Night City, the moon does not change its appearance and remains in its full phase almost until the end of the game. It serves as a bridge between the pre-designed narrative and the ludic interactions with the open world, creating\u0000 an experience unique to the medium of video games. It signalizes that the player and their avatar V have entered the diachronic, atemporal space. At the same time, the lunar temporality can be read as an emanation of cyberpunk’s frozenness-in-time and its embrace of the neo-liberal version\u0000 of the end of history.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89831834","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article presents an analysis and interpretation of the Cyberpunk 2077 digital game in the perspective of contemporary reflection on cyberpunk as a cultural formation. The main hypothesis is that the game offers a narration that immerses players in the experience of psychosis and the fear of otherness. The article focuses on the phenomenon of psychosis as a dominant element of the game narrative. Methodologically, the text is embedded within hermeneutics positioned at the intersection of literary, philosophical and game studies discourse. Clinical descriptions and psychological works on the phenomenon of psychosis were used to ground this reflection. Critical reading of the narrativized fear of the other in Cyberpunk 2077 shows that the game nostalgically returns to the phobias projected by the cyberpunk cultural formation in the previous century.
{"title":"Ghosts and mirrors: Devourment by the other in Cyberpunk 2077","authors":"Michał Kłosiński","doi":"10.1386/jgvw_00052_1","DOIUrl":"https://doi.org/10.1386/jgvw_00052_1","url":null,"abstract":"This article presents an analysis and interpretation of the Cyberpunk 2077 digital game in the perspective of contemporary reflection on cyberpunk as a cultural formation. The main hypothesis is that the game offers a narration that immerses players in the experience of psychosis\u0000 and the fear of otherness. The article focuses on the phenomenon of psychosis as a dominant element of the game narrative. Methodologically, the text is embedded within hermeneutics positioned at the intersection of literary, philosophical and game studies discourse. Clinical descriptions\u0000 and psychological works on the phenomenon of psychosis were used to ground this reflection. Critical reading of the narrativized fear of the other in Cyberpunk 2077 shows that the game nostalgically returns to the phobias projected by the cyberpunk cultural formation in the previous\u0000 century.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89046415","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marcello A. Gómez-Maureira, I. Kniestedt, Giulio Barbero, Hainan Yu, M. Preuss
With increasing technological capabilities, video games provide ever more expansive virtual worlds for players to explore. Designers employ various mechanics and level design principles to encourage such exploration. However, what motivates people to explore in virtual environments, and which approaches are successful, is not yet clearly established. Methods for measuring player experience often take place retroactively after a play session, relying on recall, and are thus prone to missing less salient events and their motivations. Journaling events as they occur allow promises to be a suitable method of collecting data, but presents a challenge in aggregating data points due to their freeform nature. This makes it difficult to identify overarching patterns of exploration behaviour. We present an exploratory study in devising a journaling protocol for gathering information during gameplay sessions, focused on documenting moments of exploration in a manner that balances ease of data capture and data evaluation. We describe our efforts in prototyping this journaling method and how we used it to analyse Cyberpunk 2077 and several other game designs. Our results show that exploration occurs in a pattern of event → expectation → resolution. The motivation to explore depends on the expectations that a game raises through its marketing and design. At the same time, exploratory behaviour going unrewarded by the game quickly reduces the desire to explore. When recording instances of exploration, the addition of emotion words is essential in order to properly contextualize the information. This article lays the foundation for documenting exploration in games, as well as other emotional or behavioural constructs that require in-the-moment data collection.
{"title":"An explorer’s journal for machines: Exploring the case of Cyberpunk 2077","authors":"Marcello A. Gómez-Maureira, I. Kniestedt, Giulio Barbero, Hainan Yu, M. Preuss","doi":"10.1386/jgvw_00054_1","DOIUrl":"https://doi.org/10.1386/jgvw_00054_1","url":null,"abstract":"With increasing technological capabilities, video games provide ever more expansive virtual worlds for players to explore. Designers employ various mechanics and level design principles to encourage such exploration. However, what motivates people to explore in virtual environments,\u0000 and which approaches are successful, is not yet clearly established. Methods for measuring player experience often take place retroactively after a play session, relying on recall, and are thus prone to missing less salient events and their motivations. Journaling events as they occur allow\u0000 promises to be a suitable method of collecting data, but presents a challenge in aggregating data points due to their freeform nature. This makes it difficult to identify overarching patterns of exploration behaviour. We present an exploratory study in devising a journaling protocol for gathering\u0000 information during gameplay sessions, focused on documenting moments of exploration in a manner that balances ease of data capture and data evaluation. We describe our efforts in prototyping this journaling method and how we used it to analyse Cyberpunk 2077 and several other game designs.\u0000 Our results show that exploration occurs in a pattern of event → expectation → resolution. The motivation to explore depends on the expectations that a game raises through its marketing and design. At the same time, exploratory behaviour going unrewarded by the game quickly reduces\u0000 the desire to explore. When recording instances of exploration, the addition of emotion words is essential in order to properly contextualize the information. This article lays the foundation for documenting exploration in games, as well as other emotional or behavioural constructs that require\u0000 in-the-moment data collection.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75529084","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The article proposes and discusses the term of ‘ludotopian dissonance’ in reference to flawed open-world design in computer role-playing games (cRPGs). Much like ludonarrative dissonance, this concept shall address a paradox of narrative credibility ‐ this time, however, narrowed to the gameworld itself rather than to gameplay or storyline. This case study of Cyberpunk 2077’s world-building is supplemented with reflection upon the idea of openness or ‘openworldlness’ (‘what makes a given imaginary world truly open? Is it possible? Or is it viable for video games?’), as well as with research on explorable imaginary worlds (predominantly from the angle of transmedial narratology and interdisciplinary world-building studies). The aim of the article is to reiterate the necessity of design worlds that do not only serve as a container for storytelling, but also provide the players with an inhabitable, performative ludotopia which does not produce any dissonances between the credible storyworld and incredulous gameworld.
{"title":"On the pseudo-open world and ludotopian dissonance: A curious case of Cyberpunk 2077","authors":"Krzysztof M. Maj","doi":"10.1386/jgvw_00051_1","DOIUrl":"https://doi.org/10.1386/jgvw_00051_1","url":null,"abstract":"The article proposes and discusses the term of ‘ludotopian dissonance’ in reference to flawed open-world design in computer role-playing games (cRPGs). Much like ludonarrative dissonance, this concept shall address a paradox of narrative credibility ‐ this time, however,\u0000 narrowed to the gameworld itself rather than to gameplay or storyline. This case study of Cyberpunk 2077’s world-building is supplemented with reflection upon the idea of openness or ‘openworldlness’ (‘what makes a given imaginary world truly open? Is it possible?\u0000 Or is it viable for video games?’), as well as with research on explorable imaginary worlds (predominantly from the angle of transmedial narratology and interdisciplinary world-building studies). The aim of the article is to reiterate the necessity of design worlds that do not only serve\u0000 as a container for storytelling, but also provide the players with an inhabitable, performative ludotopia which does not produce any dissonances between the credible storyworld and incredulous gameworld.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73093027","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gamification can be seen as the intentional use of game design elements in non-game tasks, in order to produce psychological outcomes likely to influence behaviour and/or performance. In this respect, we hypothesize that gamification would produce measurable effects on user performance, that this positive impact would be mediated by specific motivational and attentional processes such as flow and that gamification would moderate the social comparison process. In three experimental studies, we examine the effects of gamified electronic brainstorming interfaces on fluency, uniqueness and flow. The first study mainly focuses on time pressure, the second on performance standard and the third one introduces social comparison. The results highlight some effects of the gamified conditions on brainstorming performance, but no or negative effects on flow. All three studies are congruent in that gamification did not occur as a psychological process, which questions popular design trends observed in a number of sectors.
{"title":"Gamification and social comparison processes in electronic brainstorming","authors":"Jérôme Guegan, S. Buisine, J. Nelson, F. Vernier","doi":"10.1386/jgvw_00042_1","DOIUrl":"https://doi.org/10.1386/jgvw_00042_1","url":null,"abstract":"Gamification can be seen as the intentional use of game design elements in non-game tasks, in order to produce psychological outcomes likely to influence behaviour and/or performance. In this respect, we hypothesize that gamification would produce measurable effects on user performance, that this positive impact would be mediated by specific motivational and attentional processes such as flow and that gamification would moderate the social comparison process. In three experimental studies, we examine the effects of gamified electronic brainstorming interfaces on fluency, uniqueness and flow. The first study mainly focuses on time pressure, the second on performance standard and the third one introduces social comparison. The results highlight some effects of the gamified conditions on brainstorming performance, but no or negative effects on flow. All three studies are congruent in that gamification did not occur as a psychological process, which questions popular design trends observed in a number of sectors.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88177883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this article, we develop a theory of gameplay labour, acknowledging the paradigm of political economy yet grounded in game design and play, called ‘cultivation play’. In most understandings of game work, theorists traditionally explain digital labour in games as inherently difficult or manipulative. Instead, we propose a theory that explains how gameplay work can be organized around a design heuristic – character progression – that is rewarding, given the objectives and interests of different kinds of players. We explicate our theoretical intervention through an analysis of four games: Stardew Valley, Grand Theft Auto V, The Witcher 2 and The Witcher 3. We specifically examine upgrade paths, what we call character progression tasks, wherein levelling up, progressing, gaining in-game skills and working towards goals operate to create an environment of gameplay work that players may find engaging.
{"title":"Cultivation play: Video games and the labour of character progression","authors":"S. Anderson, Mark R. Johnson","doi":"10.1386/jgvw_00040_1","DOIUrl":"https://doi.org/10.1386/jgvw_00040_1","url":null,"abstract":"In this article, we develop a theory of gameplay labour, acknowledging the paradigm of political economy yet grounded in game design and play, called ‘cultivation play’. In most understandings of game work, theorists traditionally explain digital labour in games as inherently difficult or manipulative. Instead, we propose a theory that explains how gameplay work can be organized around a design heuristic – character progression – that is rewarding, given the objectives and interests of different kinds of players. We explicate our theoretical intervention through an analysis of four games: Stardew Valley, Grand Theft Auto V, The Witcher 2 and The Witcher 3. We specifically examine upgrade paths, what we call character progression tasks, wherein levelling up, progressing, gaining in-game skills and working towards goals operate to create an environment of gameplay work that players may find engaging.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90312711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Review of: War Games: Memory, Militarism and the Subject of Play, Philip Hammond and Holger Pötzsch (eds) (2020) New York: Bloomsbury Academic, 265 pp., ISBN 978-1-50135-115-0, h/bk, USD $130.00
{"title":"War Games: Memory, Militarism and the Subject of Play, Philip Hammond and Holger Pötzsch (eds) (2020)","authors":"Patrick J. Lang","doi":"10.1386/jgvw_00045_5","DOIUrl":"https://doi.org/10.1386/jgvw_00045_5","url":null,"abstract":"Review of: War Games: Memory, Militarism and the Subject of Play, Philip Hammond and Holger Pötzsch (eds) (2020)\u0000New York: Bloomsbury Academic, 265 pp.,\u0000ISBN 978-1-50135-115-0, h/bk, USD $130.00","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81259623","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Review of: Game Production Studies, Olli Sotamaa and Jan Švelch (eds) (2021) Amsterdam: Amsterdam University Press, 356 pp., ISBN 978-9-46372-543-9, e-book open access, h/bk, EU €109.00
{"title":"Game Production Studies, Olli Sotamaa and Jan Švelch (eds) (2021)","authors":"James Shelton","doi":"10.1386/jgvw_00046_5","DOIUrl":"https://doi.org/10.1386/jgvw_00046_5","url":null,"abstract":"Review of: Game Production Studies, Olli Sotamaa and Jan Švelch (eds) (2021)\u0000Amsterdam: Amsterdam University Press, 356 pp.,\u0000ISBN 978-9-46372-543-9, e-book open access, h/bk, EU €109.00","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84786497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Modders, as people adding modifications or suggesting those to original creations, have been a source of free labour in the digital game industry. Their contributions have been at the root of many controversies. As such, corporations have adopted either hostile or friendly attitudes towards the practice of modding, which is reflected in how corporations try to facilitate or limit modders’ agency to create user-created content. This article explores the perspective of players as creators, commonly referred to as modders, on corporate strategies to commodify their free labour. The empirical work consists of semi-structured interviews with modders associated with the website fora Nexusmods.com and ModDB.com. By adopting Sayer’s concept of moral economy, this study draws two conclusions: first, that modders exist within a participatory ecosystem comprised of the modder, the community and corporate actors, where all actors participate in a political-ideological negotiation on how modders ought to create digital game modifications; second, when analysing agency affordances, a moral economy of multiple actors with different norms, values and social codes constitutes a provision system of social dependency that is at risk of collapsing whenever there is outsider interference, as well as corporate attempts to incorporate modders into paid-mod systems.
{"title":"The moral economy of user-created content in the digital game industry","authors":"Daniel Nielsen, Alessandro Nanì","doi":"10.1386/jgvw_00043_1","DOIUrl":"https://doi.org/10.1386/jgvw_00043_1","url":null,"abstract":"Modders, as people adding modifications or suggesting those to original creations, have been a source of free labour in the digital game industry. Their contributions have been at the root of many controversies. As such, corporations have adopted either hostile or friendly attitudes towards the practice of modding, which is reflected in how corporations try to facilitate or limit modders’ agency to create user-created content. This article explores the perspective of players as creators, commonly referred to as modders, on corporate strategies to commodify their free labour. The empirical work consists of semi-structured interviews with modders associated with the website fora Nexusmods.com and ModDB.com. By adopting Sayer’s concept of moral economy, this study draws two conclusions: first, that modders exist within a participatory ecosystem comprised of the modder, the community and corporate actors, where all actors participate in a political-ideological negotiation on how modders ought to create digital game modifications; second, when analysing agency affordances, a moral economy of multiple actors with different norms, values and social codes constitutes a provision system of social dependency that is at risk of collapsing whenever there is outsider interference, as well as corporate attempts to incorporate modders into paid-mod systems.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82984002","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}