首页 > 最新文献

Journal of Gaming and Virtual Worlds最新文献

英文 中文
Scaping the border: On black migrant geographic agency in gamescapes 逃离边界:游戏逃亡中的黑人移民地理代理
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/jgvw_00005_1
Irene Fubara-Manuel
Biometric technologies deployed at the border virtualize this space in such a manner that frontiers and their lines of demarcation are inscribed onto bodies of migrants. This disappearance of the border as a geographic zone, as addressed in critical border studies, has incited multiple theories. Among these is the theory of borderscapes in which, the suffix ‘-scape’, meaning ‘to shape’, accounts for the hegemonic and counter-hegemonic processes of building national frontiers. This article addresses gamescapes ‐ the designed virtual environment of video games ‐ as a zone in which migrants can perform artistic interventions and enact their mobility within borders. The author positions her walking simulator game Dreams of Disguise: Errantry (2018) as one of such gamescapes. Through the analysis of the game, this article addresses the implications of purposeful movement through the virtual border for black migrants.
部署在边境的生物识别技术将这一空间虚拟化,将边境及其分界线刻在移民的身体上。正如批判性边界研究所述,边界作为一个地理区域的消失引发了多种理论。其中包括边界景观理论,其中后缀“-scape”,意为“塑造”,解释了建设国家边界的霸权和反霸权过程。这篇文章将游戏场景——设计的电子游戏虚拟环境——作为一个区域,移民可以在其中进行艺术干预,并实现他们在边境内的流动性。作者将她的步行模拟器游戏《伪装的梦想:错误》(2018)定位为这样的游戏场景之一。通过对游戏的分析,本文探讨了有目的地通过虚拟边境流动对黑人移民的影响。
{"title":"Scaping the border: On black migrant geographic agency in gamescapes","authors":"Irene Fubara-Manuel","doi":"10.1386/jgvw_00005_1","DOIUrl":"https://doi.org/10.1386/jgvw_00005_1","url":null,"abstract":"Biometric technologies deployed at the border virtualize this space in such a manner that frontiers and their lines of demarcation are inscribed onto bodies of migrants. This disappearance of the border as a geographic zone, as addressed in critical border studies, has incited multiple\u0000 theories. Among these is the theory of borderscapes in which, the suffix ‘-scape’, meaning ‘to shape’, accounts for the hegemonic and counter-hegemonic processes of building national frontiers. This article addresses gamescapes ‐ the designed virtual environment\u0000 of video games ‐ as a zone in which migrants can perform artistic interventions and enact their mobility within borders. The author positions her walking simulator game Dreams of Disguise: Errantry (2018) as one of such gamescapes. Through the analysis of the game, this article\u0000 addresses the implications of purposeful movement through the virtual border for black migrants.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42761862","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}
引用次数: 0
Editorial 社论
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/jgvw_00001_2
M. Kagen
{"title":"Editorial","authors":"M. Kagen","doi":"10.1386/jgvw_00001_2","DOIUrl":"https://doi.org/10.1386/jgvw_00001_2","url":null,"abstract":"","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49011219","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}
引用次数: 0
The game of narrative authority: Subversive wandering and unreliable narration in The Stanley Parable 叙事权威的游戏:《斯坦利寓言》中的颠覆性徘徊与不可靠叙事
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/jgvw_00002_1
Sarah E. Beyvers
This article explores how players’ attempts at subversive wandering in The Stanley Parable (2013) render the game’s narration unreliable and thus reveal its comments on the nature of ‘agency’ in video games. Unreliability brings the act of narration itself to the fore and exposes its mechanisms of manipulation. Players of The Stanley Parable may seek to contradict the voice-over narration subversively. They must find out, however, that, even though the narrator’s authorial omniscience and power are an illusion, they cannot break away from the predetermined path the game lays out. The narrator and the player are constantly fighting over who gets to tell the story and who therefore wins the game of narrative authority. Subversive wandering, as will be theorized in this article, exposes the impossibility of true player agency in the game’s set structure and comments on how player movement and interaction construct parts of a game’s narrative.
本文探讨了玩家在《斯坦利寓言》(2013)中的颠覆性漫游尝试如何使游戏的叙述变得不可靠,从而揭示了其对电子游戏中“代理”性质的评论。不可靠性使叙述行为本身凸显出来,并暴露出其操纵机制。《斯坦利寓言》的玩家可能会试图颠覆性地反驳画外音的叙述。然而,他们必须发现,即使叙述者的作者全知性和力量是一种幻觉,他们也无法脱离游戏所设定的预定路径。叙述者和玩家不断地为谁能讲述故事以及谁因此赢得叙事权威的游戏而争吵。颠覆性徘徊,正如本文所理论的那样,揭示了在游戏的设定结构中真正的玩家代理的不可能,并评论了玩家的运动和互动如何构成游戏叙事的一部分。
{"title":"The game of narrative authority: Subversive wandering and unreliable narration in The Stanley Parable","authors":"Sarah E. Beyvers","doi":"10.1386/jgvw_00002_1","DOIUrl":"https://doi.org/10.1386/jgvw_00002_1","url":null,"abstract":"This article explores how players’ attempts at subversive wandering in The Stanley Parable (2013) render the game’s narration unreliable and thus reveal its comments on the nature of ‘agency’ in video games. Unreliability brings the act of narration itself\u0000 to the fore and exposes its mechanisms of manipulation. Players of The Stanley Parable may seek to contradict the voice-over narration subversively. They must find out, however, that, even though the narrator’s authorial omniscience and power are an illusion, they cannot break\u0000 away from the predetermined path the game lays out. The narrator and the player are constantly fighting over who gets to tell the story and who therefore wins the game of narrative authority. Subversive wandering, as will be theorized in this article, exposes the impossibility of true player\u0000 agency in the game’s set structure and comments on how player movement and interaction construct parts of a game’s narrative.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41773830","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}
引用次数: 0
0451 : Prey, Arkane Studios (2017) 0451: Prey, Arkane Studios (2017)
IF 0.4 Q3 Computer Science Pub Date : 2020-03-01 DOI: 10.1386/JGVW_00008_5
Mark Mullen
Review of: 0451Prey, Arkane Studios (2017)Bethesda Softworks, PC 29.99 USD via Steam
回顾:0451Prey, Arkane Studios (2017)Bethesda Softworks, PC 29.99美元通过Steam
{"title":"0451 : Prey, Arkane Studios (2017)","authors":"Mark Mullen","doi":"10.1386/JGVW_00008_5","DOIUrl":"https://doi.org/10.1386/JGVW_00008_5","url":null,"abstract":"Review of: 0451Prey, Arkane Studios (2017)Bethesda Softworks, PC 29.99 USD via Steam","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44996237","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}
引用次数: 0
How the West (was) won: Unit operations and emergent procedural rhetorics of colonialism in Europa Universalis IV 西方是如何获胜的:《欧罗巴普遍主义IV》中殖民主义的单元操作和紧急程序修辞
IF 0.4 Q3 Computer Science Pub Date : 2019-10-01 DOI: 10.1386/jgvw.11.3.251_1
Kirk Lundblade
Historical simulation games such as the Civilization, Total War and Europa Universalis franchises serve, formally and informally, as powerful methods of learning history. While extant scholarship has focused on the connections to history, pedagogy and procedural rhetoric, little work has been done to examine the subsystems embedded in the interface and algorithmic components of more complex simulations, such as those present in Europa Universalis ‐ an analysis which is necessary to assess the complex enframing and algorithmic argumentation these games present. This article uses procedural rhetoric, as well as unit analysis, to analyse the constituent components that scaffold into larger procedural arguments made in the popular simulation game, Europa Universalis IV. This shows how the algorithmic implementations, both at a macro and micro level, advance arguments about colonialism, historical determinism and technological advancement, and how the predominant design philosophy of historical simulation games often reinforces simplistic or fallacious models of history.
历史模拟游戏,如《文明》、《全面战争》和《欧陆》系列,正式或非正式地都是学习历史的有力方法。虽然现有的学术研究主要集中在与历史、教育学和程序修辞的联系上,但很少有人研究嵌入在界面中的子系统和更复杂模拟的算法组件,比如《欧陆》中的那些——这是评估这些游戏所呈现的复杂框架和算法论证所必需的分析。本文使用程序修辞和单位分析来分析流行模拟游戏《Europa Universalis IV》中构成更大程序论点的组成部分。这显示了算法的实现是如何在宏观和微观层面推进关于殖民主义、历史决定论和技术进步的论点的。历史模拟游戏的主流设计理念往往会强化简单或错误的历史模型。
{"title":"How the West (was) won: Unit operations and emergent procedural rhetorics of colonialism in Europa Universalis IV","authors":"Kirk Lundblade","doi":"10.1386/jgvw.11.3.251_1","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.251_1","url":null,"abstract":"Historical simulation games such as the Civilization, Total War and Europa Universalis franchises serve, formally and informally, as powerful methods of learning history. While extant scholarship has focused on the connections to history, pedagogy and procedural rhetoric,\u0000 little work has been done to examine the subsystems embedded in the interface and algorithmic components of more complex simulations, such as those present in Europa Universalis ‐ an analysis which is necessary to assess the complex enframing and algorithmic argumentation these\u0000 games present. This article uses procedural rhetoric, as well as unit analysis, to analyse the constituent components that scaffold into larger procedural arguments made in the popular simulation game, Europa Universalis IV. This shows how the algorithmic implementations, both at a\u0000 macro and micro level, advance arguments about colonialism, historical determinism and technological advancement, and how the predominant design philosophy of historical simulation games often reinforces simplistic or fallacious models of history.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47029071","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}
引用次数: 1
State of play: Video games and moral engagement 游戏状态:电子游戏与道德参与
IF 0.4 Q3 Computer Science Pub Date : 2019-10-01 DOI: 10.1386/jgvw.11.3.271_1
D. Staines, M. Consalvo, Adam Stangeby, Samia Pedraça
In this article we examine three recent examples of ‘ethically notable games’ (Zagal 2010) and highlight unusual or innovative design features for facilitating moral engagement. Drawing on the work of Miguel Sicart to frame our analysis, our goal is to highlight current trends in ENG (ethically notable games) design and see how commercial games are moving beyond reductive ‘morality meters’ and treating moral choice with greater nuance, resulting ‐ for the most part ‐ in a more morally engaging experience.
在本文中,我们将分析最近出现的三款“道德上引人注目的游戏”(Zagal, 2010),并强调促进道德参与的不同寻常或创新设计特征。借鉴Miguel Sicart的工作来构建我们的分析,我们的目标是突出ENG(道德显著游戏)设计的当前趋势,看看商业游戏如何超越简化的“道德尺度”,以更细微的差别对待道德选择,从而在很大程度上产生更具道德吸引力的体验。
{"title":"State of play: Video games and moral engagement","authors":"D. Staines, M. Consalvo, Adam Stangeby, Samia Pedraça","doi":"10.1386/jgvw.11.3.271_1","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.271_1","url":null,"abstract":"In this article we examine three recent examples of ‘ethically notable games’ (Zagal 2010) and highlight unusual or innovative design features for facilitating moral engagement. Drawing on the work of Miguel Sicart to frame our analysis, our goal is to highlight current\u0000 trends in ENG (ethically notable games) design and see how commercial games are moving beyond reductive ‘morality meters’ and treating moral choice with greater nuance, resulting ‐ for the most part ‐ in a more morally engaging experience.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44943414","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}
引用次数: 5
Lore of mayhem: Griefers and the radical deployment of spatial storytelling 混乱之爱:Griefers和空间叙事的激进部署
IF 0.4 Q3 Computer Science Pub Date : 2019-10-01 DOI: 10.1386/jgvw.11.3.231_1
Burcu S. Bakioglu
Griefing is a term frequently used to derisively characterize a wide set of activities on digital platforms that yield atypical or undesirable outcomes. This article offers a fresh perspective on the phenomenon of griefing by resituating it as a form of cultural production derived from a transgressive and often agonistic approach to spatial storytelling. Considering griefing as an expressive performative activity along these lines allows us to better understand its repercussions across digital platforms and increasingly in the real world. It promises to shed light on the process through which subversive meanings take hold as game lore in a true folkloric sense despite the best efforts of game companies and other controlling interests. As such, griefing activities typically point to and reveal an underlying story problem around which power is negotiated by different virtual communities or stakeholders. Using two cases studies drawn from Second Life, I illustrate how contested meanings develop into full-fledged game lore through the innovative mash-up language of spatial storytelling. Such stories leverage an alternative model of narrativity and open up immersive worlds to a plethora of generative meanings that are full of magic, intrigue and irony.
Griefing是一个经常被用来嘲笑数字平台上产生非典型或不良结果的一系列活动的术语。这篇文章对悲伤现象提供了一个新的视角,将其重新定位为一种文化生产形式,源于一种越轨的、往往令人痛苦的空间叙事方法。按照这些思路,将悲伤视为一种富有表现力的表演活动,可以让我们更好地理解它在数字平台上以及在现实世界中的影响。尽管游戏公司和其他控股利益集团尽了最大努力,但它有望揭示颠覆性意义作为真正民俗意义上的游戏传说的过程。因此,网格化活动通常指向并揭示了一个潜在的故事问题,不同的虚拟社区或利益相关者围绕这个问题协商权力。使用《第二人生》中的两个案例研究,我展示了有争议的意义是如何通过空间故事的创新混合语言发展成为完整的游戏传说的。这样的故事利用了另一种叙事模式,为充满魔力、阴谋和讽刺的大量生成意义打开了身临其境的世界。
{"title":"Lore of mayhem: Griefers and the radical deployment of spatial storytelling","authors":"Burcu S. Bakioglu","doi":"10.1386/jgvw.11.3.231_1","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.231_1","url":null,"abstract":"Griefing is a term frequently used to derisively characterize a wide set of activities on digital platforms that yield atypical or undesirable outcomes. This article offers a fresh perspective on the phenomenon of griefing by resituating it as a form of cultural production derived from\u0000 a transgressive and often agonistic approach to spatial storytelling. Considering griefing as an expressive performative activity along these lines allows us to better understand its repercussions across digital platforms and increasingly in the real world. It promises to shed light on the\u0000 process through which subversive meanings take hold as game lore in a true folkloric sense despite the best efforts of game companies and other controlling interests. As such, griefing activities typically point to and reveal an underlying story problem around which power is negotiated by\u0000 different virtual communities or stakeholders. Using two cases studies drawn from Second Life, I illustrate how contested meanings develop into full-fledged game lore through the innovative mash-up language of spatial storytelling. Such stories leverage an alternative model of narrativity\u0000 and open up immersive worlds to a plethora of generative meanings that are full of magic, intrigue and irony.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43806626","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}
引用次数: 3
AR games as a potential source of improved mental well being: Implications for self-help and individual support AR游戏作为改善心理健康的潜在来源:对自助和个人支持的启示
IF 0.4 Q3 Computer Science Pub Date : 2019-10-01 DOI: 10.1386/JGVW.11.3.309_1
J. Urwin, Catherine Flick
This article argues that augmented reality (AR) games such as Pokémon Go are beneficial in enhancing the mood and mental well being of players. Whilst developed purely for entertainment purposes, AR games can offer a number of social and emotional benefits. Within this article Pokémon Go is used as an example. Whilst benefits from playing such as increased physical activity have been found to be short lived, the combination of active participation, positive reinforcement and nostalgia that are central to Pokémon Go’s gameplay appear to have a longer impact upon mental well being. Using survey data, this research considers three key aspects of mood in relation to the experience of gameplay: activity, relationships and environment. This highlights the impact playing Pokémon Go has on mood, and shows broader implications for the use of AR games in self-help strategies and developing mental well being on an individual level.
本文认为,《精灵宝可梦Go》等增强现实游戏有助于增强玩家的情绪和心理健康。虽然AR游戏纯粹是为了娱乐目的而开发的,但它可以提供许多社交和情感方面的好处。本文以《精灵宝可梦Go》为例。虽然游戏带来的好处(如增加体力活动)被发现是短暂的,但作为《精灵宝可梦Go》游戏核心的积极参与、积极强化和怀旧的结合似乎对心理健康产生了更长的影响。利用调查数据,本研究考虑了情绪与游戏体验相关的三个关键方面:活动、关系和环境。这突出了玩《精灵宝可梦Go》对情绪的影响,并显示了AR游戏在自助策略和个人心理健康发展中的更广泛意义。
{"title":"AR games as a potential source of improved mental well being: Implications for self-help and individual support","authors":"J. Urwin, Catherine Flick","doi":"10.1386/JGVW.11.3.309_1","DOIUrl":"https://doi.org/10.1386/JGVW.11.3.309_1","url":null,"abstract":"This article argues that augmented reality (AR) games such as Pokémon Go are beneficial in enhancing the mood and mental well being of players. Whilst developed purely for entertainment purposes, AR games can offer a number of social and emotional benefits. Within this\u0000 article Pokémon Go is used as an example. Whilst benefits from playing such as increased physical activity have been found to be short lived, the combination of active participation, positive reinforcement and nostalgia that are central to Pokémon Go’s gameplay\u0000 appear to have a longer impact upon mental well being. Using survey data, this research considers three key aspects of mood in relation to the experience of gameplay: activity, relationships and environment. This highlights the impact playing Pokémon Go has on mood, and shows\u0000 broader implications for the use of AR games in self-help strategies and developing mental well being on an individual level.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47193183","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}
引用次数: 2
Towards gameworld studies 走向游戏世界研究
IF 0.4 Q3 Computer Science Pub Date : 2019-10-01 DOI: 10.1386/jgvw.11.3.289_1
S. Conway, B. Elphinstone
This article focuses on the phenomenon of meaningful experiences within digital games. To this end, rather than game studies, we propose ‘Gameworld Studies’ as better articulating both the goal of certain theorists and theoretical approaches, and the player experience. In explicating meaning, the authors utilize and link two frameworks: hermeneutic phenomenology and self-determination theory. This interdisciplinary perspective is applied to two data sets, one quantitative, one qualitative, regarding players’ experiences of The Witcher 3: Wild Hunt and Fallout 4. The responses illuminate how certain design decisions have substantial impacts upon both how, and why, particular meanings manifest within the player experience. The article concludes with recommendations for both the design and study of digital games.
本文关注的是数字游戏中有意义体验的现象。为此,我们建议“游戏世界研究”更好地阐明某些理论家和理论方法的目标以及玩家体验,而不是游戏研究。在阐释意义时,作者运用并联系了解释学现象学和自决理论两个框架。这一跨学科的视角被应用于两个数据集,一个是定量的,另一个是定性的,关于玩家在《巫师3:狂野狩猎》和《辐射4》中的经历。这些回答说明了某些设计决策如何对玩家体验中特定含义的表现方式和表现原因产生重大影响。文章最后对数字游戏的设计和研究提出了建议。
{"title":"Towards gameworld studies","authors":"S. Conway, B. Elphinstone","doi":"10.1386/jgvw.11.3.289_1","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.289_1","url":null,"abstract":"This article focuses on the phenomenon of meaningful experiences within digital games. To this end, rather than game studies, we propose ‘Gameworld Studies’ as better articulating both the goal of certain theorists and theoretical approaches, and the player experience. In\u0000 explicating meaning, the authors utilize and link two frameworks: hermeneutic phenomenology and self-determination theory. This interdisciplinary perspective is applied to two data sets, one quantitative, one qualitative, regarding players’ experiences of The Witcher 3: Wild Hunt\u0000 and Fallout 4. The responses illuminate how certain design decisions have substantial impacts upon both how, and why, particular meanings manifest within the player experience. The article concludes with recommendations for both the design and study of digital games.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1386/jgvw.11.3.289_1","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45245228","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}
引用次数: 3
Editorial 编辑
IF 0.4 Q3 Computer Science Pub Date : 2019-10-01 DOI: 10.1386/jgvw.11.3.211_2
Sonia Fizek, M. Kagen
{"title":"Editorial","authors":"Sonia Fizek, M. Kagen","doi":"10.1386/jgvw.11.3.211_2","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.211_2","url":null,"abstract":"","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1386/jgvw.11.3.211_2","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42718138","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}
引用次数: 0
期刊
Journal of Gaming and Virtual Worlds
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1