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Journal of Gaming and Virtual Worlds最新文献

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Optimization-based design for additive manufacturing. 基于优化的增材制造设计。
IF 0.4 Q3 Computer Science Pub Date : 2021-05-01 DOI: 10.2172/1870271
Miguel Aguilo Valentin, B. Clark, K. Johnson, J. Robbins, Ryan Viertel
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引用次数: 0
Recent updates to the Water Network Tool for Resilience software. 弹性水网络工具软件的最新更新。
IF 0.4 Q3 Computer Science Pub Date : 2021-04-01 DOI: 10.2172/1863185
K. Klise, David Hart, Joseph Hogge, D. Villa, T. Haxton
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引用次数: 0
Dans la peau des gamers: Anthropologie d’une guilde de World of Warcraft (Inside the Gamers: Anthropology of a Guild of World of Warcraft), Olivier Servais (2020) 《玩家内部:魔兽世界公会人类学》,奥利维尔·塞维斯(2020)
IF 0.4 Q3 Computer Science Pub Date : 2021-03-01 DOI: 10.1386/jgvw_00032_5
Stanley Y. Kollasch
Review of: Dans la peau des gamers: Anthropologie d’une guilde de World of Warcraft (Inside the Gamers: Anthropology of a Guild of World of Warcraft), Olivier Servais (2020)Paris: Karthala, 344 pp.,ISBN 978-2-81112-630-8, p/bk, €25.00
评论:《游戏玩家:魔兽世界人类学》(Inside the gamers:Anthropology of a Guild of Warcraft),奥利维尔·塞尔维斯(Olivier Servais)(2020),巴黎:Karthala,344页,ISBN 978-2-81112-630-8,p/bk,25.00欧元
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引用次数: 0
Running scared: Fear and space in Amnesia: The Dark Descent 害怕地奔跑:失忆中的恐惧与空间:黑暗的降临
IF 0.4 Q3 Computer Science Pub Date : 2021-03-01 DOI: 10.1386/jgvw_00030_1
Charles Lee
Popular horror video game titles such as Outlast, Dead Space, and Amnesia: The Dark Descent are well-known for their effectiveness at evoking negative affects of terror and anxiety. The various camera tricks, control schemes, and visual cues these games deploy to confuse players and limit their sense of control and personal mastery. This article examines how Frictional Games’s Amnesia: The Dark Descent pairs confined spatial layouts with an intentionally vague user interface design to disorient players and heighten the likelihood that they will walk into one of the game’s threatening monsters. This article deploys Marxist and Affect theory conceptualizations of proximity and space to analyse how the game’s use of corners frighten players by narrowing their available field of view. The resulting analysis examines the negative feelings and subjective experiences players are likely to feel when they are unable to properly see the virtual diegetic world with absolute clarity.
流行的恐怖视频游戏,如Outlast、Dead Space和Amnesia:The Dark Descent,以其有效唤起恐怖和焦虑的负面影响而闻名。这些游戏采用的各种摄像技巧、控制方案和视觉提示会让玩家感到困惑,并限制他们的控制感和个人掌控力。这篇文章探讨了《摩擦游戏的失忆:黑暗降临》如何将有限的空间布局与故意模糊的用户界面设计结合起来,让玩家迷失方向,并增加他们撞上游戏中威胁性怪物的可能性。本文运用马克思主义和情感理论对接近和空间的概念来分析游戏中对角落的使用是如何通过缩小玩家的可用视野来恐吓玩家的。由此产生的分析考察了玩家在无法以绝对清晰的方式正确看待虚拟数字世界时可能感受到的负面感受和主观体验。
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引用次数: 0
Esport Play: Anticipation, Attachment and Addiction in Psycholudic Development, Veli-Matti Karhulahti (2020) 《电子竞技游戏:心理发展中的期待、依恋和成瘾》,Veli-Matti Karhulahti (2020)
IF 0.4 Q3 Computer Science Pub Date : 2021-03-01 DOI: 10.1386/jgvw_00031_5
J. Shelton
Review of: Esport Play: Anticipation, Attachment and Addiction in Psycholudic Development, Veli-Matti Karhulahti (2020)New York: Bloomsbury Academic, 206 pp.,ISBN 978-1-50135-934-7, h/bk, £72.00
评论:《电子竞技游戏:心理发展中的预期、依恋和成瘾》,Veli Matti Karhulahti(2020),纽约:Bloomsbury Academic,206页,ISBN 978-1-50135-934-7,h/bk,72.00英镑
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引用次数: 10
Intra-acting bio-object: A posthuman approach to the player‐game relation 作用内生物对象:玩家-游戏关系的后人类方法
IF 0.4 Q3 Computer Science Pub Date : 2021-03-01 DOI: 10.1386/jgvw_00026_1
Justyna Janik
The main aim of this article is to explore how posthuman values and premises can change the approach to video game research, in terms of reframing the relation between game and player as a meaning-making process. The idea of the bio-object, which originated in Tadeusz Kantor’s avant-garde theatre, is introduced and reread in the context of the critical posthumanism and new materialism of Karen Barad, especially her concept of intra-action. By meshing together Kantor’s and Barad’s ideas, a framework is developed for conceptualizing the bond between the player and the video game object, pointing out how their constant rivalry is not only resolved in meaning-generative tension, but also intra-actively shapes their ontic borders. The game and the player become equal in this new unity, and the video game object stops being perceived as a secondary to the player and can be analysed as the equal partner in this relation.
本文的主要目的是探索后人类的价值观和前提如何改变电子游戏研究的方法,将游戏和玩家之间的关系重新定义为一个意义制造过程。生物客体的概念起源于塔德乌什·坎特的先锋派戏剧,它是在凯伦·巴拉德的批判后人道主义和新唯物主义的背景下,特别是在她的行动内部概念的背景下引入和重读的。通过将坎特和巴拉德的思想融合在一起,开发了一个框架来概念化玩家和电子游戏对象之间的联系,指出他们之间不断的竞争不仅在意义生成张力中得到解决,而且在内部积极地塑造了他们的本体边界。游戏和玩家在这个新的统一体中变得平等,视频游戏对象不再被视为玩家的次要对象,可以被分析为这种关系中的平等伙伴。
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引用次数: 4
Mechanisms of identification and social differentiation in player‐avatar relations 玩家-化身关系中的认同和社会分化机制
IF 0.4 Q3 Computer Science Pub Date : 2021-03-01 DOI: 10.1386/jgvw_00028_1
N. Bowman, J. Banks, Edward Downs
The connection between player and avatar is central to digital gaming, with identification assumed to be core to this connection. Often, scholarship engages single dimensions of identification, yet emerging perspectives reveal that identification is polythetic (PID) ‐ comprising at least six sufficient (but not necessary) mechanisms. The current study investigates the intersections of polythetic identification mechanisms and two different approaches to player‐avatar sociality (as a marker of differentiation): general types of player‐avatar relationships (PARs) and discrete dimensions of player‐avatar interaction (PAX). Secondary analysis of an existing dataset of gamers revealed two main findings: (1) players reported overall diminished identification when they engaged in non-social relations with their avatar, and (2) increased liking and perspective-taking were most likely with human-like social relations, which require differentiation from rather than identification as the avatar. These findings are interpreted to suggest that player‐avatar identification and differentiation are conceptually independent relational phenomena that are experientially convergent ‐ some relational orientations and dynamics are associated with distinct combinations of identification mechanisms.
玩家和化身之间的连接是数字游戏的核心,身份识别被认为是这种连接的核心。通常,学术研究涉及身份识别的单一维度,但新兴的观点表明,身份识别是多元的(PID)——包括至少六个足够(但不是必要)的机制。目前的研究调查了多面体识别机制和两种不同的玩家-化身社会性方法(作为区分的标志)的交叉点:玩家-化身关系的一般类型(PAR)和玩家-化身互动的离散维度(PAX)。对现有游戏玩家数据集的二次分析揭示了两个主要发现:(1)玩家报告称,当他们与化身发生非社交关系时,他们的认同感总体上减弱了;(2)喜欢度和视角的增加最有可能发生在类人社交关系中,这需要区别于化身,而不是认同化身。这些发现被解释为表明,玩家化身的识别和分化是概念上独立的关系现象,在经验上是趋同的——一些关系取向和动态与识别机制的不同组合有关。
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引用次数: 1
La mode rétro: French mystery games ‐ Between nostalgia and historical revisionism (1986‐91) La mode r<s:1>:法国神秘游戏—介于怀旧和历史修正主义之间(1986 - 91)
IF 0.4 Q3 Computer Science Pub Date : 2021-03-01 DOI: 10.1386/jgvw_00027_1
Filip Jankowski
This article examines how games set in the past reflect contemporary social and political events without overtly communicating messages. Using a simplified version of Astrid Ensslin’s methodological toolkit, the author studies four critically acclaimed retrospective mystery games produced in France within the 1986‐91 period. The research results allow one to externalize a trend marked by ambiguous meanings called La mode rétro, namely a nostalgic re-creation of the past and a simultaneous coming-to-terms with France’s history. The author contextualizes the games examined here in terms of their references to a problematic past ‐ the nation’s wartime stance towards Nazi Germany, and colonialism ‐ and contemporaneous events such as the emergence of the National Front in France. The titles examined here demonstrate how discursively ambiguous computer games are as cultural texts.
本文将探讨过去的游戏如何在不公开传达信息的情况下反映当代社会和政治事件。作者使用Astrid Ensslin方法工具包的简化版本,研究了1986 - 91年期间在法国制作的四款广受好评的回顾性神秘游戏。研究结果使人们能够将一种带有模糊含义的趋势外化,这种趋势被称为La mode r tro,即对过去的怀旧再创造,同时与法国的历史达成协议。作者将这两届奥运会的背景结合起来,分析了它们与过去的问题——国家对纳粹德国和殖民主义的战时立场——以及同时期的事件,如法国国民阵线的出现。这里考察的标题表明,作为文化文本,电脑游戏在话语上是多么模棱两可。
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引用次数: 0
Playing with the Kitchen Table: Using persuasive games to promote empathy for persons with anaphylactic food allergies 玩厨房餐桌:使用有说服力的游戏来促进对过敏性食物过敏者的同理心
IF 0.4 Q3 Computer Science Pub Date : 2021-03-01 DOI: 10.1386/jgvw_00029_1
R. Clement
This article focuses on the design and preliminary experimentation of a tabletop game called Kitchen Table, created to encourage more empathy towards people with severe anaphylactic food allergies. To measure the effectiveness of this game, the study ‘Use of persuasive games to promote empathy for persons with food allergies’ was conducted at the University of Waterloo in collaboration with the Games Institute and Department of Geography and Environmental Management's Genetics, Environment and Therapies: Food Allergy Clinical Tolerance Studies (GET-FACTS) project. This study involved volunteers completing a Likert scale-based pre-playtest questionnaire, playing the game, and then completing a post-playtest questionnaire identical to the original. Their pre-playtest and post-playtest responses were compared to measure the degree to which attitudes changed as a result of playing the game. In the end, the game was demonstrated to encourage more empathy towards people with severe anaphylaxis through the production of emergent narrative from the interaction between the players, the game mechanics and the participatory community experience.
本文重点介绍了一款名为“厨房餐桌”的桌面游戏的设计和初步实验,该游戏旨在鼓励人们对严重过敏性食物过敏的人产生更多的同情。为了衡量这种游戏的有效性,滑铁卢大学与游戏研究所和地理与环境管理系的遗传学、环境与治疗:食物过敏临床耐受研究(GET-FACTS)项目合作进行了“使用说服性游戏促进对食物过敏者的同理心”研究。这项研究涉及志愿者完成一份基于Likert量表的游戏前测试问卷,玩游戏,然后完成一份与原始问卷相同的游戏后测试问卷。他们在游戏测试前和游戏测试后的反应进行了比较,以衡量态度因玩游戏而改变的程度。最终,游戏通过玩家之间的互动、游戏机制和参与式社区体验产生紧急叙事,鼓励人们对严重过敏反应患者产生更多的同理心。
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引用次数: 1
The work of watching Twitch: Audience labour in livestreaming and esports 观看Twitch的工作:直播和电子竞技中的观众劳动
IF 0.4 Q3 Computer Science Pub Date : 2021-03-01 DOI: 10.1386/jgvw_00025_1
M. Carter, Ben Egliston
This article focuses on the interactivity afforded to audiences by the video game livestreaming platform twitch.tv. Drawing on theories of audience labour, we explore what audience interactivity on Twitch might mean within the context of the contemporary digital economy. Specifically, and inspired by a range of existing work in media and cultural studies research on audiences, we argue that interactive audience practices on Twitch can be read as a site of ‘audience work’. Our contention is that the various kinds of interactive, audience practices on Twitch generate considerable economic value for the platform and its broadcasters. In the context of growing academic interest in livestreaming platforms like Twitch, this article contributes a new perspective towards the role that the interactivity of Twitch plays in creating commodified and commercially desirable experiences via the labour of audience activity.
本文关注的是视频游戏直播平台twitch.tv为观众提供的互动性。根据观众劳动理论,我们探讨了在当代数字经济背景下,twitch上的观众互动可能意味着什么。具体而言,受媒体和文化研究中对受众的一系列现有工作的启发,我们认为Twitch上的互动受众实践可以被解读为“受众工作”网站。我们的论点是,Twitch上的各种互动、观众实践为平台及其广播公司带来了可观的经济价值。在学术界对Twitch等直播平台越来越感兴趣的背景下,本文为Twitch的互动性通过观众活动创造商品化和商业化的体验提供了一个新的视角。
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引用次数: 7
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Journal of Gaming and Virtual Worlds
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