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Cyberpunk 2077 and transgressive failure 《赛博朋克2077》和越界失败
IF 0.4 Q3 Computer Science Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00049_1
Agata Zarzycka
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。
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引用次数: 2
The moon, the play and the end of history: A study of lunar temporality in Cyberpunk 2077 月球、戏剧和历史的终结:《赛博朋克2077》中月球时间性的研究
IF 0.4 Q3 Computer Science Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00048_1
Joanna Kaniewska
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。
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引用次数: 2
Ghosts and mirrors: Devourment by the other in Cyberpunk 2077 《赛博朋克2077》中的幽灵与镜子:被对方吞噬
IF 0.4 Q3 Computer Science Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00052_1
Michał Kłosiński
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.
本文从赛博朋克作为一种文化形态的当代反思的角度,对赛博朋克2077数字游戏进行分析与解读。主要假设是,游戏提供了一种叙事方式,让玩家沉浸在精神病的体验和对他人的恐惧中。本文主要关注作为游戏叙事主导元素的精神病现象。在方法上,文本嵌入在解释学定位在文学,哲学和游戏研究话语的交叉点。关于精神病现象的临床描述和心理学著作为这种反思奠定了基础。对《赛博朋克2077》中对他人的恐惧的批判性解读表明,游戏怀旧地回到了上个世纪赛博朋克文化形成所投射的恐惧。
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引用次数: 0
An explorer’s journal for machines: Exploring the case of Cyberpunk 2077 机器探索者的日志:探索《赛博朋克2077》的案例
IF 0.4 Q3 Computer Science Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00054_1
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.
随着技术能力的提高,电子游戏为玩家提供了更广阔的虚拟世界来探索。设计师使用各种机制和关卡设计原则来鼓励这种探索。然而,是什么促使人们在虚拟环境中进行探索,哪些方法是成功的,目前还没有明确的定论。衡量玩家体验的方法通常是在游戏回合结束后追溯,依赖于回忆,因此容易遗漏不太突出的事件及其动机。当事件发生时记录事件可以成为一种收集数据的合适方法,但由于其自由形式的性质,在聚合数据点时提出了挑战。这使得我们很难识别出探索行为的总体模式。我们提出了一项探索性研究,旨在设计在游戏过程中收集信息的日志协议,专注于以平衡数据捕获和数据评估的方式记录探索时刻。我们描述了我们在创建原型过程中所做的努力,以及我们如何使用这种方法分析《赛博朋克2077》和其他几款游戏设计。我们的结果表明,勘探发生在事件→期望→解决的模式中。探索的动机取决于游戏通过营销和设计所产生的期望。与此同时,没有奖励的探索行为会迅速降低玩家的探索欲望。在记录探索实例时,添加情感词是必要的,以便将信息适当地置于语境中。本文将为记录游戏中的探索以及其他需要即时数据收集的情感或行为结构奠定基础。
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引用次数: 0
On the pseudo-open world and ludotopian dissonance: A curious case of Cyberpunk 2077 论伪开放世界和虚幻乌托邦的不和谐:《赛博朋克2077》的奇特案例
IF 0.4 Q3 Computer Science Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00051_1
Krzysztof M. Maj
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.
本文针对电脑角色扮演游戏(crpg)中存在缺陷的开放世界设计提出并讨论了“乌托邦失调”这一术语。就像游戏叙事的不和谐一样,这一概念将解决叙事可信度的悖论——然而,这一次,它将局限于游戏世界本身,而不是游戏玩法或故事情节。《赛博朋克2077》世界构建的案例研究补充了对开放性或“开放世界”理念的反思(“是什么让一个给定的想象世界真正开放?这可能吗?或者它是否适用于电子游戏?”),以及对可探索的想象世界的研究(主要是从跨媒介叙事学和跨学科世界构建研究的角度)。这篇文章的目的是重申设计世界的必要性,它不仅是故事叙述的容器,而且还为玩家提供了一个可居住的、可表演的虚拟乌托邦,不会在可信的故事世界和不可信的游戏世界之间产生任何不和谐。
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引用次数: 4
Gamification and social comparison processes in electronic brainstorming 电子头脑风暴中的游戏化和社会比较过程
IF 0.4 Q3 Computer Science Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00042_1
Jérôme Guegan, S. Buisine, J. Nelson, F. Vernier
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.
游戏化可以被视为有意在非游戏任务中使用游戏设计元素,以产生可能影响行为和/或表现的心理结果。在这方面,我们假设游戏化将对用户表现产生可衡量的影响,这种积极影响将通过特定的动机和注意过程(如心流)来调节,游戏化将调节社会比较过程。在三项实验研究中,我们考察了游戏化电子头脑风暴界面对流畅性、独特性和心流的影响。第一项研究主要关注时间压力,第二项研究关注绩效标准,第三项研究引入社会比较。结果显示,游戏化条件对头脑风暴的表现有一定影响,但对心流没有影响或有负面影响。这三项研究都一致认为,游戏化并不是一种心理过程,这就质疑了在许多领域观察到的流行设计趋势。
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引用次数: 0
Cultivation play: Video games and the labour of character progression 培养游戏:电子游戏和角色发展的劳动
IF 0.4 Q3 Computer Science Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00040_1
S. Anderson, Mark R. Johnson
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.
在本文中,我们将开发一种关于游戏玩法劳动的理论,承认基于游戏设计和玩法的政治经济学范式,即“培养游戏”。在大多数对游戏工作的理解中,理论家传统上将游戏中的数字劳动解释为固有的困难或操纵性。相反,我们提出了一种理论来解释游戏玩法是如何围绕设计启发(游戏邦注:即角色进程)进行组织的,这是一种奖励,考虑到不同类型玩家的目标和兴趣。我们通过分析《星露谷》、《侠盗猎车手5》、《巫师2》和《巫师3》这四款游戏来阐述我们的理论干预。我们特别研究了升级路径,我们称之为角色进程任务,其中升级,进步,获得游戏内技能和朝着目标努力,创造了一个玩家可能会觉得有趣的游戏玩法环境。
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引用次数: 0
War Games: Memory, Militarism and the Subject of Play, Philip Hammond and Holger Pötzsch (eds) (2020) 《战争游戏:记忆、军国主义和游戏主题》,菲利普·哈蒙德和霍尔格Pötzsch(编)(2020)
IF 0.4 Q3 Computer Science Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00045_5
Patrick J. Lang
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
回顾:战争游戏:记忆,军国主义和游戏的主题,菲利普·哈蒙德和霍尔格Pötzsch(编)(2020)纽约:布卢姆斯伯里学术,265页,ISBN 978-1-50135-115-0, h/bk,美元$130.00
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引用次数: 0
Game Production Studies, Olli Sotamaa and Jan Švelch (eds) (2021) 《游戏制作研究》,Olli Sotamaa和Jan Švelch(编辑)
IF 0.4 Q3 Computer Science Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00046_5
James Shelton
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
评论》:游戏Production总署译本史》(英语),Olli Sotamaa, and简恩Švelch (eds)(此图截止到2021)阿姆斯特丹:阿姆斯特丹大学出版社、超越自我。356、ISBN 978-9-46372-543-9, e-book open欧盟系统,h / bk工作,这个大国109.00
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引用次数: 0
The moral economy of user-created content in the digital game industry 数字游戏产业中用户创造内容的道德经济
IF 0.4 Q3 Computer Science Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00043_1
Daniel Nielsen, Alessandro Nanì
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.
modder(游戏邦注:即对原创作品进行修改或提出建议的人)是数字游戏行业的免费劳动力来源。他们的贡献是许多争议的根源。因此,公司对mod的做法采取了敌对或友好的态度,这反映在公司如何试图促进或限制mod的代理来创造用户创造的内容。本文将探讨玩家作为创造者(通常被称为modder)的视角,以及将其免费劳动商品化的企业策略。实证工作包括与网站fora Nexusmods.com和ModDB.com相关的modder的半结构化访谈。通过采用Sayer的道德经济概念,该研究得出了两个结论:首先,mod者存在于一个由mod者、社区和企业参与者组成的参与性生态系统中,在这个生态系统中,所有参与者都参与到关于mod者应该如何创造数字游戏修改的政治意识形态谈判中;其次,在分析代理能力时,具有不同规范、价值观和社会准则的多个参与者组成的道德经济构成了一个社会依赖的供应系统,每当有外部干预时,这个系统就有崩溃的风险,公司也试图将mod整合到付费mod系统中。
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引用次数: 0
期刊
Journal of Gaming and Virtual Worlds
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