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Journal of Gaming and Virtual Worlds最新文献

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Ludic guilt, paidian joy: Killing and ecocriticism in the theHunter series Ludic内疚,paidian喜悦:猎人系列中的杀戮与生态批评
IF 0.4 Q3 Computer Science Pub Date : 2020-06-01 DOI: 10.1386/jgvw_00013_1
M. Felczak
This article seeks to explore the digital hunting games genre, in particular the theHunter franchise, using the interpretative framework based on Roger Caillois’ concepts of paidia and ludus. It is argued that both of these notions are represented in the gameplay, narrative structure and graphical user interface of the analysed titles, effectively working towards reconciliation of the possible ecocritical and hunting-focused readings. The article interprets the theHunter games by juxtaposing the divergent stances towards environmental awareness and hunting culture, in the form in which they are communicated both in the games and within the communities of players.
本文试图探索数字狩猎游戏类型,特别是猎人系列,使用基于Roger Caillois的paidia和ludus概念的解释框架。有人认为,这两个概念都体现在分析游戏的游戏性、叙事结构和图形用户界面中,有效地实现了可能的生态批判和狩猎阅读的协调。本文通过并置对环境意识和狩猎文化的不同立场来解释猎人游戏,以在游戏中和玩家社区内进行交流的形式。
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引用次数: 0
Virtual reality: The expanding children’s market 虚拟现实:不断扩大的儿童市场
IF 0.4 Q3 Computer Science Pub Date : 2020-06-01 DOI: 10.1386/jgvw_00016_5
Ray J. Gutierrez
Review of: Virtual reality: The expanding children’s marketThe impact of VR on, and top VR experiences for, children
评论:虚拟现实:不断扩大的儿童市场虚拟现实对儿童的影响和顶级虚拟现实体验
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引用次数: 0
Facebook’s social VR: So many virtual worlds, so little time Facebook的社交VR:这么多虚拟世界,时间却很少
IF 0.4 Q3 Computer Science Pub Date : 2020-06-01 DOI: 10.1386/jgvw_00015_5
Phylis Johnson
Review of: Facebook’s social VR: So many virtual worlds, so little timeOculus Connect 6 San Jose, CA, 25‐26 September 2019, Occulus and Facebook
评论:Facebook的社交VR:这么多虚拟世界,时间这么短Oculus Connect 6加利福尼亚州圣何塞,2019年9月25日至26日,Oculus和Facebook
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引用次数: 0
The ‘gambling turn’ in digital game monetization 数字游戏货币化的“赌博转向”
IF 0.4 Q3 Computer Science Pub Date : 2020-06-01 DOI: 10.1386/jgvw_00011_1
Mark R. Johnson, Tom Brock
This article examines how ‘gambling’ secured a central economic and cultural position in the development of modern digital games. We first trace how developers have monetized ‘games’ and ‘play’, from slot machines to PC, console and mobile platforms, before considering the recent controversy over ‘loot boxes’ as an emblematic case study of the ongoing gamblification of digital play. We argue that (1) the rising costs of development and marketing for ‘blockbuster’ games, (2) an overcrowded marketplace and (3) significant shifts in the corporate culture of the games industry are creating cultural conditions which legitimize gambling as a form of digital game production and consumption. This is evidenced in developers’ capacity to innovate around legal challenges and player demand for further customization and rewards. What emerges is a question about the future direction of game development and the impact of a logic of money, rather than play, which now underwrites it.
本文探讨了“赌博”是如何在现代数字游戏发展中占据核心经济和文化地位的。我们首先追踪开发者是如何将“游戏”和“玩”货币化的,从老虎机到PC、控制台和移动平台,然后将最近关于“战利品箱”的争议视为数字游戏正在进行的赌博化的象征性案例研究。我们认为,(1)“重磅”游戏的开发和营销成本不断上升,(2)过度拥挤的市场,以及(3)游戏行业企业文化的重大转变,正在创造文化条件,使赌博作为数字游戏生产和消费的一种形式合法化。这体现在开发者围绕法律挑战进行创新的能力以及玩家对进一步定制和奖励的需求上。出现的是一个关于游戏发展的未来方向以及金钱逻辑的影响的问题,而不是现在为其提供担保的游戏。
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引用次数: 15
Feudal alliances in a hyper-capitalist world: Power and organization in EVE Online 超资本主义世界中的封建联盟:EVE Online中的权力和组织
IF 0.4 Q3 Computer Science Pub Date : 2020-03-11 DOI: 10.1386/jgvw_00012_1
Oskar Milik, N. Webber
EVE Online is a MMOG which has gained notoriety for player organizations boasting thousands of active members. The complexity of these groups presents substantial challenges, and leaders have explored multiple approaches to organization and governance. They often employ structures and language drawn from historical social systems, family, or nationality to create social order. Here we examine the use of feudalism in EVE: as a structure of power, an indicator of legitimacy, and a mechanism of waging war. We demonstrate that even as leaders incorporate feudal language into their organizations, their application of these concepts is influenced by capitalism and individualism. We argue that the final social and economic system is neither truly feudal nor capitalist, but instead an accommodation between the two, shaped by player knowledge, experience, and in-game needs. We conclude that such systems support legitimate structures of power which encourage player participation and produce more sustainable player organizations.
EVE Online是一款MMOG,因拥有数千名活跃会员的玩家组织而臭名昭著。这些群体的复杂性带来了巨大的挑战,领导人已经探索了多种组织和治理方法。他们经常使用历史社会制度、家庭或国籍中的结构和语言来创造社会秩序。在这里,我们考察了封建主义在EVE中的使用:作为权力结构、合法性指标和发动战争的机制。我们证明,即使领导人将封建语言融入他们的组织,他们对这些概念的应用也会受到资本主义和个人主义的影响。我们认为,最终的社会和经济制度既不是真正的封建制度,也不是资本主义制度,而是由玩家的知识、经验和游戏中的需求形成的两者之间的调和。我们的结论是,这种制度支持合法的权力结构,鼓励玩家参与并产生更可持续的玩家组织。
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引用次数: 0
Dirty footprints and degenerate archives: Tabitha Nikolai’s impure walking sims 肮脏的脚印和堕落的档案:塔比莎·尼古拉不纯洁的行走模拟
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/jgvw_00007_1
R. Gallagher
Tabitha Nikolai’s Shrine Maidens of the Unseelie Court and Ineffable Glossolalia are impure specimens of the walking sim. While these are still first-person games that see players exploring eerily underpopulated environments and archiving textual fragments, they are at once more aesthetically reflexive and more referentially dense than many walking sims. Accommodating giant spiders, Weimar sexologists, messageboard trolls and quotations from Roman poetry, Nikolai’s unorthodox spins on the ‘archival adventure’ reflect her interest in queer and trans history and her commitment to interrogating discourses of purity, progress and redemption. Reviewing critical discussions of the walking sim alongside queer, trans and decolonial perspectives on archives, identity and subjectification, the article argues that while walking sims have often been praised for telling emotionally engaging stories, in Nikolai’s hands the form assumes different function: that of reckoning with history and exploring subjectivity.
塔比莎·尼古拉(Tabitha Nikolai)的《无名宫廷的神宫少女》(Shrine Maidens of the Unselie Court)和《无法无天的格洛索拉利亚》(Ineffable Glossolaia)都是行走模拟的不纯标本。虽然这些仍然是第一人称游戏,玩家可以探索人口稀少的环境并存档文本片段,但它们在美学上比许多行走的模拟游戏更具反射性,参考性也更高。尼古拉对“档案冒险”的非正统解读反映了她对酷儿和跨性别历史的兴趣,以及她对质疑纯洁、进步和救赎话语的承诺。文章回顾了对行走模拟的批判性讨论,以及对档案、身份和主体化的酷儿、跨性别和非殖民化视角,认为尽管行走模拟经常因讲述感人的故事而受到赞扬,但在尼古拉手中,这种形式承担着不同的功能:清算历史和探索主体性。
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引用次数: 3
Performing walking sims: From Dear Esther to Inchcolm Project 表演步行模拟:从《Dear Esther》到《Inchcolm Project》
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/jgvw_00003_1
Mona Bozdog, D. Galloway
In 2012 The Chinese Room launched Dear Esther, a video game which would go on to shape video game history and define a new genre: the walking simulator. Walking simulators renounce traditional game tropes and foreground walking as an aesthetic and as a dramaturgical practice which engages the walker/player in critical acts of reading, challenging and/or performing a landscape. In October 2016, Dear Esther was adapted as a site-responsive, promenade performance set on the Scottish island of Inchcolm in the Firth of Forth. The resulting performance, Dear Rachel, was then experienced alongside the game under the umbrella name Inchcolm Project. This hybrid event multi-media (promenade performance, gameplay, musical performance) and mixed-reality (with physical, augmented and virtual components) required the development and implementation of complex processes of remediation and adaptation. Drawing from theoretical landscape and practitioner reflection, this paper puts forward a design framework – storywalking which reconciled the two adaptation challenges: responding to the site, and to the game.
2012年,The Chinese Room发行了《Dear Esther》,这款电子游戏将继续塑造电子游戏的历史,并定义了一种新的游戏类型:行走模拟器。行走模拟器摒弃了传统的游戏比喻和前景行走,将其作为一种美学和戏剧实践,让步行者/玩家参与阅读、挑战和/或表演景观的关键行为。2016年10月,《亲爱的以斯帖》被改编为一场现场响应式的散步表演,场景设定在苏格兰福斯湾的英格科尔姆岛。最终的表演《Dear Rachel》将以《Inchcolm Project》的名义与游戏一起体验。这种混合活动多媒体(散步表演、游戏、音乐表演)和混合现实(具有物理、增强和虚拟组件)需要开发和实施复杂的修复和适应过程。从理论景观和实践反思出发,本文提出了一个设计框架——故事行走,它调和了两个适应性挑战:对场地的响应和对游戏的响应。
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引用次数: 1
Unsettling embodied literacy in QWOP the walking simulator 行走模拟器《QWOP》中令人不安的具身素养
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/jgvw_00004_1
Doug Stark
The purpose of this article is twofold: first, to cast a critical eye on an arguably conservative aspect of so-called ‘walking simulators’ ‐ their walking simulation and second, to position viral browser game QWOP (2008) as an intervention into dominant paradigms of video game walking control. The first half discusses how walking simulators inherit and share a ‘grammar of action’ for simulating walking with a number of other games (Galloway). I argue this grammar of action constitutes the reification of a particular subject position ‐ one associated with a normative bodymind ‐ in video gameplay via a combination of representations, control procedures and player ‘embodied literacy’ (Keogh). The second half considers QWOP’s alternate grammar of walking simulation and how this precipitates a different relationship between player and video game, prompting questions about distributed cognition, intentionality, failure and what it means for a game to be critical.
这篇文章的目的有两个:首先,对所谓的“步行模拟器”(步行模拟)的一个可以说是保守的方面进行批判性的关注,其次,将病毒浏览器游戏QWOP(2008)定位为对视频游戏步行控制主流范式的干预。前半部分讨论了步行模拟器如何继承和共享用于模拟步行的“动作语法”与许多其他游戏(Galloway)。我认为,这种动作语法通过表征、控制程序和玩家“具体素养”的组合,构成了视频游戏中特定主体位置的具体化——一个与规范身心相关的位置(基奥)。下半部分考虑了QWOP步行模拟的替代语法,以及这如何促成玩家和电子游戏之间的不同关系,引发了关于分布式认知、意向性、失败以及游戏的关键意义的问题。
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引用次数: 2
The Worries of a Patriarchy : Death Stranding, Hideo Kojima (2019) 《父权制的烦恼:死亡搁浅》,小岛秀夫(2019)
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/jgvw_00009_5
M. Kagen
Review of: The Worries of a PatriarchyDeath Stranding, Hideo Kojima (2019)Kojima Productions, PlayStation 4, Microsoft Windows
评论:《对父权制死亡搁浅的担忧》,小岛秀夫(2019)小岛制作公司,PlayStation 4,微软Windows
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引用次数: 1
‘Turn back from this cave’: The weirdness of Beginner’s Guide “从这个洞穴转回来”:新手指南的怪异之处
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/jgvw_00006_1
Stuart Moulthrop
This article pursues a deep dive into various enigmas presented by Davey Wreden's second effort, The Beginner's Guide (2015), moving beyond the vexed question of whether the work can count as a game to the perhaps more interesting subject of how the work intervenes in game culture and what it says about the nature of game poetics. The ultimate focus is on the structure of the game, especially in its adoption of a logic of coda, to which the article relates the Derridean notion of supplement.
本文深入探讨了Davey Wreden的第二部作品《初学者指南》(2015)中提出的各种谜团,从作品是否可以算作游戏这一棘手问题,转移到了作品如何介入游戏文化以及它对游戏诗学本质的看法这一可能更有趣的主题。最终的重点是游戏的结构,特别是它采用了结尾逻辑,文章将德里德的补充概念与之联系起来。
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引用次数: 1
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Journal of Gaming and Virtual Worlds
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