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I AM ERROR: The Nintendo Family Computer/ Entertainment System Platform 我错了:任天堂家庭电脑/娱乐系统平台
IF 0.9 Pub Date : 2016-01-01 DOI: 10.5860/choice.193838
Michael Z. Newman
I AM ERROR: The Nintendo Family Computer/ Entertainment System PlatformNathan Altice.Cambridge, MA: MIT Press, 2015. Series forward, appendix, notes, sources, index. 426 pp. S40.00 cloth. ISBN: 9780262028776The Nintendo Entertainment System (NES) and its Japanese predecessor, the Family Computer or Famicom, hold a unique place in video game history as the bridge between two eras. Before Nintendo's console, which was released in Japan in 1983 and in North America in 1985, the vanguard of electronic play was the arcade cabinet produced to play a single game. Nintendo's Donkey Kong (1981) was one such game, which was adapted for play in the home as a cartridge for a variety of consoles including the Famicom and NES. The Famicom/NES was the platform that established home console play as the vanguard. As processing power increased and PC gaming developed, the arcade faded as a key site of electronic leisure. In the later 1980s and 1990s, playing Nintendo was often synonymous with playing video games, and Nintendo has endured into the present by continually exploiting the intellectual property popularized by the Famicom-NES platform, particularly Mario of Super Mario Bros. (1985), whose origins are in Donkey Kong's Jumpman. Few video game producers or platforms are of greater historical significance than Nintendo and the NES. As an entry in the groundbreaking MIT Press series of Platform Studies, Nathan Altice's I AM ERROR gives Nintendo its due as an object of rigorous critical and historical study, while also providing a welcome intervention within the literature on platforms as cultural artifacts. Our knowledge of video game consoles and of this one in particular are substantially increased by Altice's exhaustive efforts to explore and explicate the Famicom-NES from the inside out, but so are our understandings of digital cultural expression and the poetics of computers as expressive media. This book serves as a case study and exemplar of the history of digital technology as an aesthetic terrain.As a platform study, Altice is engaged most deeply with the task of opening the black box of the Famicom/NES to show how its material form produces particular technological affordances. But he is equally interested in showing how cultural constraints external to the technology itself shaped the platform, and how the platform in turn shaped later instances of cultural expression such as PC game emulations and electronic music such as "chiptunes" composed specifically for the Famicom/NES processor.The most resonant themes of this study are easily applicable beyond the particular case of the Nintendo console. One is the way a platform functions as a point of always uneasy and often flawed translation between languages, cultures, technologies, and experiences. The other is the refrain of platform constraints (such as technological limitations) functioning as creative opportunities. Altice is most compelling when sounding these themes.Sometimes, Altice uses trans
我错了:任天堂家庭电脑/娱乐系统平台剑桥,马萨诸塞州:麻省理工学院出版社,2015。系列前瞻、附录、注释、来源、索引。426页。S40.00布。任天堂娱乐系统(NES)和它的日本前身,家庭电脑(Famicom),作为两个时代之间的桥梁,在电子游戏历史上占有独特的地位。任天堂的游戏机于1983年在日本发布,1985年在北美发布,在此之前,电子游戏的先锋是为玩单一游戏而生产的街机柜。任天堂的《大金刚》(1981)就是这样一款游戏,它被改编为家庭游戏,作为各种游戏机的卡带,包括Famicom和NES。Famicom/NES是将家庭主机游戏确立为先锋的平台。随着处理能力的提高和PC游戏的发展,街机作为电子休闲的重要场所逐渐消失。在20世纪80年代末和90年代,玩任天堂通常是玩电子游戏的同义词,任天堂通过不断利用Famicom-NES平台普及的知识产权,特别是《超级马里奥兄弟》(1985年)中的马里奥,其起源是《大金刚》的跳跃人。很少有视频游戏生产商或平台比任天堂和NES具有更大的历史意义。作为麻省理工学院出版社开创性的平台研究系列的一部分,Nathan Altice的《I AM ERROR》将任天堂作为一个严格的批判和历史研究对象,同时也提供了一个受欢迎的关于平台作为文化产物的文献干预。Altice从内到外对Famicom-NES进行了详尽的探索和解释,这大大增加了我们对视频游戏机的了解,尤其是这台游戏机,但我们对数字文化表达和计算机作为表达媒体的诗学的理解也是如此。这本书作为一个案例研究和数字技术的历史作为审美地形的典范。作为一项平台研究,Altice最深入地参与了打开Famicom/NES黑盒子的任务,以展示其物质形式如何产生特定的技术功能。但他同样感兴趣的是展示技术本身外部的文化约束如何塑造平台,以及平台如何反过来塑造后来的文化表达实例,如PC游戏模拟和电子音乐,如专门为Famicom/NES处理器编写的“芯片曲调”。这项研究中最能引起共鸣的主题很容易适用于任天堂游戏机的特定案例。其一是平台作为语言、文化、技术和经验之间的不稳定和经常有缺陷的翻译点的方式。另一个是平台约束(如技术限制)作为创造性机会的重复。Altice在阐述这些主题时最引人注目。有时,Altice从字面和语言学的意义上使用翻译。这本书的标题取自NES游戏文本中幽默的日语到英语翻译失败的典型例子。但每个章节都有自己版本的问题翻译,从某种程度上说,平台本身就是将任天堂当时最受欢迎的游戏《大金刚》从一个平台(街机柜)移植到另一个平台(家用游戏机)的产物。…
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引用次数: 29
Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds 危险游戏:角色扮演游戏的道德恐慌对游戏、宗教和想象世界的影响
IF 0.9 Pub Date : 2015-10-01 DOI: 10.5860/choice.191282
Drew Chappell
Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds Joseph P Laycock Oakland, CA: University of California Press, 2015. Notes, bibliography, index. 349 pp. $29.95 paper. ISBN: 9780520284920I am old enough to remember what Joseph P. Laycock describes as the 1980's "moral panic" concerning Dungeons & Dragons (DD and, second, a cultural analysis of this moral panic. In the rst section, Laycock presents meticulous research into the events of the early role- playing game era, from the development of D&D and other RPGs, such as Vampire: the Masquerade, to crime stories to media reportage. "is section gathers disparate strands in a thorough and compelling fashion, painting a picture of American society (particularly middle-class subur- ban U.S. society) struggling to come to grips with new paradigms in play and in youthful identity seeking. Reading these chapters brought back memories of my elementary school classmates debating whether Bloody Mary would appear in the bathroom mirror if we called her. Such was the period I grew up in: the occult was almost a part of daily conversation.In the second section, Laycock weaves his historical research together with socio- logical analysis, pointing to ways in which self-styled religious leaders and talk show hosts in%uenced the thinking of millions of Americans, connecting dots between crime and role-playing games in ways that benetted these media gures. …
《危险游戏:角色扮演游戏的道德恐慌对游戏、宗教和想象世界的影响》,作者:Joseph P Laycock,奥克兰,加州大学出版社,2015。注释、参考书目、索引。349页,29.95美元。我年纪大了,还记得约瑟夫·p·莱科克(Joseph P. Laycock)所说的20世纪80年代有关《龙与地下城》(dungeon & Dragons)的“道德恐慌”,其次,还记得对这种道德恐慌的文化分析。在第一部分,Laycock对早期角色扮演游戏时代的事件进行了细致的研究,从《龙与地下城》和其他rpg的发展,如《吸血鬼:假面舞会》,到犯罪故事,再到媒体报道文学。“这一部分以一种彻底而引人注目的方式收集了不同的线索,描绘了一幅美国社会(特别是美国郊区中产阶级社会)努力掌握游戏和年轻人身份寻求的新范式的画面。读这些章节让我回想起小学同学们争论如果我们叫血腥玛丽,她会不会出现在浴室的镜子里。这就是我成长的时代:神秘学几乎是日常谈话的一部分。在第二部分,Laycock将他的历史研究与社会学分析结合在一起,指出了自封的宗教领袖和脱口秀主持人是如何影响数百万美国人的思想的,并将犯罪和角色扮演游戏联系起来,从而使这些媒体人物受益。…
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引用次数: 22
The Science of Play: How to Build Playgrounds That Enhance Children's Development 游戏的科学:如何建造促进儿童发展的游乐场
IF 0.9 Pub Date : 2015-10-01 DOI: 10.5860/choice.189912
David B. Jones
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引用次数: 16
Playing to Win: Sports, Video Games, and the Culture of Play 为赢而玩:体育、电子游戏和游戏文化
IF 0.9 Pub Date : 2015-09-22 DOI: 10.5860/choice.190618
Christopher A. Paul
of why we should take sports video games seriously and oers critical insights into how we can think about them meaningfully. €e major drawback of the book is one of timing, because much of the work seems to be written well before the book was published. Divided into two sections, “Gender Play” and “€e Uses of Simulation,” Brookey and Oates set up the volume with an introduction that lays out the importance of sports video games by invoking games from Pong (1972) to Madden NFL (1988, 1990–present) to demonstrate that sports games are a key part of both a video game history and the contemporary video game market. Chapters range in focus, but most address representations of sports in video games like Madden, FIFA, and Pro Evolution Soccer. However, some contributions reach beyond the text of video games and consider elements like fantasy sports, e-sports, and the advertising surrounding games. €e strength of the collection is its breadth. In taking on a number of dierent kinds of topics, Brookey and Oates have assembled a collection that encourages the reader to think beyond any singular way of examining sports games. For example, I !nd the inclusion of an analysis of fantasy sports players in chapter 4 particularly commendable. Beyond the speci!c topics discussed, the group of authors also demonstrates a commitment to multiple methodologies because it includes scholars from a number of fields—most notably some who primarily analyze video games and some who primarily analyze sport. €e mix of the two groups may sometimes leave one or the other wanting more, but overall the place within it, and online fantasy-based creative-writing spaces. Even a mention of sociological and cultural relevance of D&D in its most recent incarnation (D&D Fi"h Edition) would have been welcomed. I hope that other scholars pick up Laycock’s threads and explore today’s player transformation, world building, and cultural contexts. In the final analysis, this book deserves a place in the library of any scholar of games as cultural texts—and especially those interested in religion and games. I will refer to the text o"en as both an eective analysis of the impact RPGs have on culture and as a masterful example of historical research into play and its place in society.
为什么我们应该认真对待体育电子游戏,并对我们如何有意义地思考它们提出了批判性的见解。这本书的主要缺点是时间上的问题,因为书中的许多内容似乎在出版之前就已经写得很好了。该书分为“性别游戏”和“模拟的使用”两个部分,brokey和Oates在开篇介绍中列举了体育电子游戏的重要性,从《Pong》(1972年)到《Madden NFL》(1988年,1990年至今),以证明体育游戏是电子游戏历史和当代电子游戏市场的关键组成部分。章节的重点各不相同,但大多数都是关于电子游戏中的体育表现,如《Madden》、《FIFA》和《Pro Evolution Soccer》。然而,有些贡献超越了电子游戏的文本,并考虑到幻想体育、电子竞技和围绕游戏的广告等元素。这个系列的优点在于它的广度。布鲁基和奥茨选取了许多不同类型的主题,汇集成一本集子,鼓励读者超越任何单一的方式来审视体育比赛。例如,我在第4章中包含了对梦幻体育运动员的分析,这一点特别值得称道。超出规格!在讨论的主题中,作者小组也展示了对多种方法的承诺,因为它包括来自多个领域的学者——最引人注目的是一些主要分析电子游戏的学者和一些主要分析体育的学者。这两个群体的混合有时会让其中一个想要更多,但总的来说,其中的位置,以及基于网络幻想的创意写作空间。即使是提到《龙与地下城》最新版本(《龙与地下城Fi”h Edition)的社会学和文化相关性也会受到欢迎。我希望其他学者也能跟上Laycock的思路,探索当今的玩家转变、世界建设和文化背景。在最后的分析中,这本书应该在任何将游戏作为文化文本的学者的图书馆中占有一席之地,尤其是那些对宗教和游戏感兴趣的人。我认为《en》这篇文章既是对rpg对文化影响的有效分析,也是对游戏及其在社会中的地位进行历史研究的杰出范例。
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引用次数: 6
Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life 虚拟神圣:《魔兽世界》和《第二人生》中的神话和意义
IF 0.9 Pub Date : 2015-01-01 DOI: 10.5860/choice.185938
R. Guyker
Virtually Sacred: Myth and Meaning in World of Warcraft and Second LifeRobert M. Geraci New York, NY: Oxford University Press, 2014. Appendix, notes, references, index, and images. 348 pp. $35.00 cloth. ISBN: 9780199344697Virtually Sacred: Myth and Meaning in World of Warcraftand Second Life is in many ways a natural follow-up to Robert W. Geraci's 2011 book Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality. His latest work is erudite, lucid, and a poignant and significant contribution to the flourishing multidisciplinary study of games and virtual worlds. It also adds to the recent body of scholarship examining the nexus of virtual worlds, sacred traditions, meaning making, and myth, including sociologist William Sims Bainbridge's eGods: Faith Versus Fantasy in Computer Gaming and psychologist Nick Yee's Proteus Paradox: How Online Games and Virtual Worlds Change Us-and How They Don't. Virtually Sacred stands firmly alongside such works, offering a theoretical premise derived from the social sciences in general and the sociology of religion in particular.Beyond Geraci's ambitious theoretical premises, he also spent extensive time in and out of virtual game worlds conducting ethnographic research replete with interviews and surveys within guilds of World of Warcraft(2004) and communities of Second Life (2003). Geraci balances quantitative and qualitative findings and observations with insightful anecdotes highlighting everyday occurrences of virtual-world residents. At times he openly acknowledges when the two approaches conflict or need not express religious impulses exclusively. All this teeming with an approachable style of writing and prose makes Geraci's case equitable. He has also supplied ample endnotes and an invaluable appendix on his own methodologies and sources. Any scholar pursuing similar work will want to consult this generous supplementary material.Chapters 1 through 3 lay out Geraci's experiences in World of Warcraftand his own efforts to acknowledge its strength as a prefabricated mythos and lore-driven domain. As such, the first few chapters reveal Geraci's suggestive insights into the discourse of myth and meaning as a cohesive story and game world. He further develops a brief account of key progenitors of World of Warcraftand games with similar thematic and aesthetic tendencies toward myth making. Naturally, the mythopoeia of Tolkien and the genre of high fantasy stand out as canonical, along with science fiction in general as a model for "modern mythology" (pp. 28-31). These, alongside the highly influential table-top role-playing game Dungeons & Dragons, readily demonstrate content culturally transmitted with an appeal for myth and magic. However, the operative and more deeply entrenched mythos, as Geraci suggests, may very well be the players' intervention with a cosmic struggle between good and evil, enabling room for ethical concerns and reflections, while yielding transcendent-l
《神圣化:魔兽世界和第二人生中的神话与意义》罗伯特·m·杰拉奇,纽约,纽约:牛津大学出版社,2014年。附录、注释、参考文献、索引和图像。348页,35美元布。《虚拟神圣:魔兽世界中的神话与意义》和《第二人生》在很多方面都是Robert W. Geraci 2011年出版的《启示录人工智能:机器人、人工智能和虚拟现实中的天堂》的自然后续。他的最新作品博学、清晰,对蓬勃发展的游戏和虚拟世界多学科研究做出了深刻而重要的贡献。它也增加了最近研究虚拟世界、神圣传统、意义创造和神话之间关系的学术机构,包括社会学家威廉·西姆斯·班布里奇的《电子神:电脑游戏中的信仰与幻想》和心理学家尼克·易的《普罗泰斯悖论:网络游戏和虚拟世界如何改变我们——以及它们如何没有改变我们》。《神圣的现实》坚定地站在这些作品的一边,提供了一个从社会科学和宗教社会学中衍生出来的理论前提。除了Geraci雄心勃勃的理论前提,他还花了大量时间在虚拟游戏世界内外进行人种学研究,包括在《魔兽世界》(2004)的公会和《第二人生》(2003)的社区中进行访谈和调查。Geraci平衡了定量和定性的发现和观察,用富有洞察力的轶事突出了虚拟世界居民的日常事件。有时,他公开承认当这两种方法发生冲突或不需要完全表达宗教冲动时。所有这些充满了平易近人的写作风格和散文,使杰拉奇的情况公平。他还提供了大量的尾注和关于他自己的方法和来源的宝贵附录。任何从事类似工作的学者都会想要查阅这些丰富的补充材料。第1章到第3章展示了Geraci在《魔兽世界》中的经历,以及他自己承认它的力量是一个预制的神话和爱驱动的领域的努力。因此,前几章揭示了Geraci对神话话语的暗示性见解,以及作为一个连贯的故事和游戏世界的意义。他进一步简要介绍了《魔兽世界》游戏的主要祖先,这些游戏具有类似的主题和神话制作的美学倾向。自然地,托尔金的神话和高度幻想的类型脱颖而出,成为“现代神话”的典范,与一般的科幻小说一样(第28-31页)。这些游戏与极具影响力的桌面角色扮演游戏《龙与地下城》(Dungeons & Dragons)一起,很好地展示了神话和魔法在文化上的传播。然而,正如Geraci所暗示的那样,更有效且更根深蒂固的神话很可能是玩家对善恶之间的宇宙斗争的干预,为道德关注和反思提供空间,同时在这一潜在神话的主要浪潮中产生超凡的体验。Geraci在第4章到第6章中分析了第二人生更不透明的宗教社区建设、依赖于用户生成内容的开放世界的社会实验,以及制造和身份构建。与《魔兽世界》类似,《第二人生》也借鉴了科幻小说和赛博朋克的经典内容,如威廉·吉布森的《神经漫游者》(1984)和尼尔·斯蒂芬森的《雪崩》(1992)。正如杰拉奇所揭示的那样,《第二人生》的多孔世界并不是由爱情驱动的(尽管爱情驱动的土地确实存在),而是由宇宙和神话驱动的。…
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引用次数: 22
Avant-Garde Videogames: Playing with Technoculture 先锋电子游戏:科技文化的游戏
IF 0.9 Pub Date : 2015-01-01 DOI: 10.5860/choice.187492
Patrick Jagoda
Avant-Garde Videogames: Playing with TechnocultureBrian Schrank Cambridge, MA: MIT Press, 2014. Notes, references, index, images. 232 pp. $32.00 cloth. ISBN: 9780262027144In his 1991 book The Theory-Death of the Avant-Garde, Paul Mann declares, "The avant-garde, we know, is dead; nothing could appear more exhausted than its theory, its history, its works." This provocative claim warrants reevaluation in the early twenty-first century, which has brought with it numerous experimental art movements, many enabled by the increased centrality of digital media. Brian Schrank's Avant-Garde Videogames, declares that the avant-garde is alive and well, especially in what are often called art, serious, and "DIY" games. An avant-garde game, for Schrank, is one that "opens up the experience of playing a game or expands the ways in which games shape culture" (p. 3). He argues that unlike mainstream games that strive for universal literacy, avant-garde games seek to foreground their medium, defamiliarize conventional mechanics, and disrupt play flow. They also interrogate the ideologies, technologies, and systems that are central to contemporary culture.Schrank's core taxonomic argument is that we can only think of experimental video games as belonging to multiple avant-gardes. He organizes these games into two broad categories: the formal (as understood by art critics such as Clement Greenberg) and the political (as elaborated by literary critic Peter Burger). The formal avant-garde focuses on medium specificity, while the political avant-garde privileges collective play and social change.Schrank's art historical method departs notably from more common starting points of game studies that include narrative (Marie-Laure Ryan), rhetoric (Ian Bogost), and design (Mary Flanagan). To link historical avant-garde movements in painting, performance, film, and mixed media, the book reviews the work of figures such as Edouard Manet, Filippo Marinetti, Bertolt Brecht, and Augusto Boal. The video game avant-garde, then, appears in the context of a broader history that includes movements such as Dada, futurism, Fluxus, the Situationist International, performance art, video art, and net art.Rather than offering an absolute definition of avant-garde games, the book presents a menu of artworks that explore the formal and political possibilities of play. One of the book's greatest virtues is as an introduction to a broad range of experimental games. Schrank begins with works that have been more frequently discussed in art historical contexts since the late 1990s- such as Jodi's Untitled Game (1996 - 2001) and Brody Condon's Adam Killer (1999). Schrank then explores games that he places in the categories of radical formal (Arcadia, 2003), radical political (Toywar,1999), complicit formal (Cockfight Arena, 2001), complicit political (World without Oil, 2007), narrative formal (Game, Game, Game, and again Game (2007), and narrative political (Darfur is Dying, 2006). This catalog o
先锋派电子游戏:玩技术文化brian Schrank剑桥,马萨诸塞州:麻省理工学院出版社,2014。注释、参考文献、索引、图像。232页,32美元布。保罗·曼在他1991年出版的《理论——前卫艺术的死亡》一书中宣称:“我们知道,前卫艺术已经死亡;没有什么比它的理论、它的历史、它的作品更显得筋疲力尽了。”这种挑衅性的主张在二十一世纪初值得重新评估,二十一世纪带来了许多实验性艺术运动,其中许多运动是由数字媒体日益增长的中心地位推动的。Brian Schrank的《先锋电子游戏》一书宣称,先锋游戏仍然存在,特别是在那些通常被称为艺术、严肃和“DIY”的游戏中。对于Schrank来说,前卫游戏是“打开游戏体验或扩展游戏塑造文化的方式”的游戏。他认为,与追求普及文化的主流游戏不同,前卫游戏寻求突出其媒介,颠覆传统机制并破坏游戏流程。他们也质疑当代文化核心的意识形态、技术和制度。Schrank的核心分类学观点是,我们只能将实验性电子游戏视为多种前卫游戏。他将这些游戏分为两大类:正式的(如Clement Greenberg等艺术评论家所理解的)和政治的(如文学评论家Peter Burger所阐述的)。形式先锋派注重媒介的专一性,而政治先锋派则注重集体游戏和社会变革。Schrank的艺术历史方法明显偏离了更常见的游戏研究起点,包括叙述(Marie-Laure Ryan)、修辞(Ian Bogost)和设计(Mary Flanagan)。为了将绘画、表演、电影和混合媒体中的历史先锋派运动联系起来,本书回顾了爱德华·马奈、菲利普·马里内蒂、贝托尔特·布莱希特和奥古斯托·波尔等人物的作品。因此,电子游戏先锋出现在更广泛的历史背景中,包括达达主义、未来主义、激浪派、国际情境主义、表演艺术、视频艺术和网络艺术等运动。这本书并没有给出前卫游戏的绝对定义,而是列出了一系列探索游戏形式和政治可能性的艺术作品。本书最大的优点之一是介绍了各种各样的实验游戏。Schrank首先介绍了自20世纪90年代末以来在艺术史语境中被频繁讨论的作品,如Jodi的《Untitled Game》(1996 - 2001)和Brody Condon的《Adam Killer》(1999)。Schrank随后将游戏归类为激进形式(Arcadia, 2003)、激进政治(Toywar,1999)、共谋形式(Cockfight Arena, 2001)、共谋政治(World without Oil, 2007)、叙事形式(Game, Game, Game, and again Game, 2007)和叙事政治(Darfur is Dying, 2006)。这一游戏目录将为游戏研究学者提供有用的资源。Schrank的文本提供了另一个值得注意的特点,即使用比较媒体研究方法来研究前卫电子游戏。虽然玩法、机制和互动都很重要,但Schrank与Alexander Galloway等媒体理论家的观点不同,他认为电子游戏也可以通过其视觉、音频和叙事维度具有实验价值。例如,在讨论Tracy Fullerton和Bill Viola合作的游戏《The Night Journey》(2007)时,Schrank认为它更像是一个“可探索的视频”
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引用次数: 24
Playfulness in Adults Revisited: The Signal Theory in German Speakers. 成人的玩闹:德语使用者的信号理论。
IF 0.9 Pub Date : 2015-01-01 DOI: 10.5167/UZH-110043
R. Proyer, Lisa Wagner
The authors elaborate on the role of playfulness as a preferred characteristic in potential long-term partners recently espoused by Garry Chick and others. They aim to replicate the findings of such research by studying a different culture (that of German-speaking countries) and to develop them further by taking into account the participants' relationship status and individual differences in their playfulness. A sample of 327 students completed a rating scale for desired characteristics in potential partners and a questionnaire for playfulness as a personality trait. Their findings do indeed lend support to the notion that being playful is a desirable trait of potential long-term mates. Keywords: Adult play; play and romantic relationships; play and sexual selection; playfulness; Preferences Concerning Potential Mates rating scale; Sexual Strategies TheoryPlayfulness-despite the lack of a general consensus on its conceptualization, definition, and measurement-as a personality trait in adults has been associated with a broad range of positive outcomes, such as academic success (Proyer 2011), coping with stress (e.g., Barnett 2011; Staempfli 2007), innovative work performance (e.g., Glynn and Webster 1992), and subjective well-being (e.g., Barnett 2012; Proyer 2012c, 2013, 2014b) to name but a few. Although playfulness is a comparatively understudied topic, researchers have used diverse techniques for a better understanding of its content and structure. Some investigators (e.g., Guitard, Ferland, and Dutil 2005) use qualitative techniques, others (e.g., Lieberman 1977) observe behavior, still others (e.g., Barnett 2007; Yarnal and Qian 2011) employ focus groups, and some (Proyer 2012b, 2014a) take psycho-linguistic approaches. Overall, their findings encourage a stronger consideration of playfulness in research and practice because it seems to be a trait of great potential in numerous areas.We often hear as a general criticism about the research on playfulness that it rarely replicates its findings and frequently fails to provide information on the stability of its findings and their general applicability. In an effort to overcome these shortcomings, we aimed both to replicate and to expand a recently published study (Chick, Yarnal, and Purrington 2012) on the signal function of adult playfulness, a study which has greatly contributed to an increased appreciation of the important role of playfulness in mate selection in adults. We hoped to replicate the study using German-speaking participants and thus contribute to a cross-cultural evaluation of its findings. We extended the study by considering moderating variables such as individual differences in playfulness and a participant's relationship status.Testing the Signal Theory of Adult PlayfulnessChick suggested that play in adults might be a consequence of sexual selection and thus serve a signal function in mate selection. This theory and its background received a full review in Chick (2001, 2013
作者详细阐述了玩闹作为潜在长期伴侣的首选特征的作用,这一观点最近得到了加里·奇克和其他人的支持。他们的目标是通过研究不同的文化(德语国家的文化)来复制这些研究的结果,并通过考虑参与者的关系状况和他们的玩耍方式的个体差异来进一步发展这些研究。327名学生完成了一份对潜在伴侣的期望特征的评分量表和一份关于爱玩的性格特征的问卷调查。他们的发现确实支持了这样一种观点,即爱玩是潜在长期伴侣的理想品质。关键词:成人游戏;玩耍和恋爱关系;游戏和性选择;嬉闹;潜在伴侣偏好评定量表;性策略理论尽管对其概念化、定义和测量缺乏普遍的共识,但作为成年人的一种人格特质,玩耍与广泛的积极结果有关,例如学业成功(Proyer 2011),应对压力(例如Barnett 2011;Staempfli 2007)、创新工作绩效(例如,Glynn and Webster 1992)和主观幸福感(例如,Barnett 2012;Proyer 2012c, 2013, 2014b)等等。虽然游戏性是一个相对较少研究的主题,但研究人员已经使用了多种技术来更好地理解其内容和结构。一些研究者(如Guitard, Ferland, and Dutil 2005)使用定性技术,另一些研究者(如Lieberman 1977)观察行为,还有一些研究者(如Barnett 2007;Yarnal和Qian(2011)采用焦点小组,一些(Proyer 2012b, 2014a)采用心理语言学方法。总的来说,他们的发现鼓励在研究和实践中更强烈地考虑玩耍,因为它似乎是一个在许多领域具有巨大潜力的特征。我们经常听到对游戏性研究的普遍批评,即它很少重复其发现,并且经常无法提供有关其发现的稳定性及其普遍适用性的信息。为了克服这些缺点,我们的目标是复制和扩展最近发表的一项研究(Chick, Yarnal, and Purrington 2012),该研究是关于成人游戏性的信号功能,该研究极大地促进了人们对游戏性在成人择偶中的重要作用的认识。我们希望使用讲德语的参与者来重复这项研究,从而对其研究结果进行跨文化评估。我们扩展了研究,考虑了一些调节变量,如玩耍的个体差异和参与者的关系状态。chick认为,成年人的玩耍行为可能是性选择的结果,因此在配偶选择中起着信号作用。这一理论及其背景在Chick (2001,2013a)和Chick, Yarnal, and Purrington(2012)中得到了全面的回顾,所以在本文中,我们只需要总结假设的主要思想。根据Chick(2001)的观点,成人的游戏性可以被认为是性选择的结果之一。性选择意味着,虽然有些特征可能不适合生存,但它们仍然有助于繁殖成功。性选择的两种主要机制是竞争和选择,这两种机制都与雄性和雌性有关。奇克认为,玩耍和嬉戏是潜在伴侣所期望的品质的信号,在交配选择中起着重要作用,因此有助于生殖成功。更具体地说,他假设男性的嬉闹对女性来说是一种不具攻击性的信号,而男性则将女性的嬉闹视为年轻和多产的标志。Chick, Yarnal和Purrington(2012)(以下简称Chick et al.)从经验上验证了从该理论得出的假设(网址:. ...)
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引用次数: 24
Game After: A Cultural Study of Video Game Afterlife 游戏后:电子游戏后的文化研究
IF 0.9 Pub Date : 2015-01-01 DOI: 10.5860/choice.52-0099
Thomas H. Rousse
Game After: A Cultural Study of Video Game AfterlifeRaiford Guins Cambridge, MA: MIT Press, 2014. Appendix, notes, bibliography, index. 376 pp. $35.00 cloth. ISBN: 9780262019989A new generation of video game historians must preserve the medium's heritage before it disappears. In Raiford Guins's compelling journey as an adventuring media archaeologist, arcade machines from the heyday of arcade video games are an endangered species: they rot away in dumps, corrode on beachfront boardwalks, and succumb to the indignities of a ceaseless tide of button mashing without the care to keep them running. While threatened in the wild, some fortunate games have been removed from their natural habitats and placed into preserves ranging from museums, private collections, and historically minded arcades. By exploring and documenting the many ways in which people and institutions preserve digital games, Guins challenges the status quo of game history, surveys, and underused artifacts and archives in the United States, and invites others to follow in his footsteps to write a richer history of video gaming. Crucially, Guins's project is not to engage with games-as-artifacts merely to recapture the authenticity of the play experience at the moment of its release as a consumer product. Instead, he seeks to trace the path of games as they travel through time and space and in so doing take on different meanings, cultural environs, values, and epistemologies.Following Erkki Huhtamo, Guins chides video game historians for not moving beyond the "chronicle era," (p. 22) characterized by collecting information from written sources often provided by manufacturers or regurgitated by the enthusiast press with little analysis or theoretical motivation. In opposition to the written accounts of early game history, Guins provides an overview of the collection and presentation of games in museums in chapter 1, using the remains of the Atari Pong prototype from 1972 (the harbinger of the coin-operated video game industry) as an exemplary iconic object and Ralph Baer's fragile "Brown Box" prototype (the origin of the home console) as a treasured object held but not displayed. In chapter 2, he challenges scholars to engage with archival resources in research libraries and material history- especially extant games and their contemporaneous ephemera and documentation- by providing an overview of major game archives and interviews with the librarians and curators who tend them. For scholars interested in working in video game history, this section provides an invaluable road map to moving beyond industry chronicles and towards in-depth study of gaming's material culture.The remainder of the book focuses not on resources suited to the learned scholar but of the role video games play out in the world after their release, a vital part of the "afterlife" of a product of consumer society. Despite their purported technological obsolescence, games from decades past have been taken up by enthusi
《Game After: A Cultural Study of Video Game afterlife》作者:aiford Guins,剑桥,麻省理工学院出版社,2014年。附录、注释、参考书目、索引。376页,35美元布。新一代的电子游戏历史学家必须在这种媒体消失之前保护它的遗产。在作为一名冒险媒体考古学家的Raiford Guins的引人入胜的旅程中,街机电子游戏鼎盛时期的街机是一种濒临灭绝的物种:它们在垃圾堆里腐烂,在海滨的木栈道上腐蚀,并屈服于不断敲击按钮的浪潮的侮辱,而没有注意保持它们的运行。尽管在野外受到威胁,一些幸运的游戏已经从它们的自然栖息地移走,并被放置在博物馆,私人收藏和历史悠久的拱廊等保护区内。通过探索和记录人们和机构保存数字游戏的多种方式,Guins挑战了美国游戏历史、调查和未充分利用的文物和档案的现状,并邀请其他人跟随他的脚步,撰写更丰富的电子游戏历史。最重要的是,Guins的项目并不是将游戏当成人工制品,只是为了在游戏作为消费产品发行时重新获得游戏体验的真实性。相反,他试图追踪游戏穿越时间和空间的路径,从而呈现出不同的含义、文化环境、价值观和认识论。在Erkki Huhtamo之后,Guins指责电子游戏历史学家没有超越“编年史时代”,其特点是收集来自制造商提供的书面资料或来自狂热媒体的信息,缺乏分析或理论动机。与早期游戏历史的书面叙述相反,Guins在第一章中概述了博物馆中游戏的收藏和展示,将1972年的Atari Pong原型(投币电子游戏产业的先驱)作为典型的标志性物品,并将Ralph Baer的脆弱的“Brown Box”原型(家用游戏机的起源)作为珍藏物品。在第二章中,他向学者们提出了挑战,要求他们参与研究图书馆和材料历史中的档案资源——特别是现存游戏及其同时代的短暂记录和文件——通过提供主要游戏档案的概述,以及对管理这些档案的图书管理员和策展人的采访。对于那些有兴趣研究电子游戏历史的学者来说,这一节提供了一张宝贵的路线图,让他们能够超越行业编年史,深入研究游戏的物质文化。这本书的其余部分并没有关注那些适合学识渊博的学者的资源,而是关注电子游戏在发行后在世界上所扮演的角色,这是消费社会产品“来世”的重要组成部分。尽管过去几十年的游戏在技术上已经过时了,但它们还是被电子游戏文化的狂热者和支持者所接受,比如Videotopia这样的巡回展览,Fun Spot的美国经典街机博物馆这样的“博物馆”,Supercade这样的私人收藏,国际街机博物馆这样的粉丝历史,以及California Extreme这样的经典和稀有游戏的收藏家展览。…
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引用次数: 37
Architecture on the Carpet: The Curious Tale of Construction Toys and the Genesis of Modern Buildings 地毯上的建筑:建筑玩具的奇妙故事和现代建筑的起源
IF 0.9 Pub Date : 2014-10-01 DOI: 10.5860/choice.51-2483
Frederika A. Eilers
Architecture on the Carpet: The Curious Tale of Construction Toys and the Genesis of Modern BuildingsBrenda Vale and Robert ValeLondon: Thames & Hudson, 2013. Notes, images, acknowledgements, index. 208 pp. $27.95 cloth. ISBN: 9780500342855Professors of architecture and experts in sustainable design, Brenda Vale and Robert Vale place new foundations in the field of twentieth-century toys with their most recent book Architecture on the Carpet: The Curious Tale of Construction Toys and the Genesis of Modern Buildings. The authors take a nuanced approach that leads to few outright conclusions about the subject but rather to more questions about whether architecture inspires the toy or vice versa, about how toys inform child development, and about the extent to which consumer society influences toy design.Ranging from Richter's stone blocks (actually, a composite of chalk, sand, and linseed oil) to plastic LEGOs (acrylonitrile butadiene styrene), the authors capture a broad spectrum of the types of construction and materials common to these toys. Through this survey, they make some innovative observations: Lincoln Logs "mimicked how such buildings are fundamentally constructed" (p. 80); "the Dutch [Mobaco] is an elegant system that makes models only superficially similar to buildings children would see, whereas the English [Bayko] is a complex and rather pragmatic system that makes quite accurate replicas of very familiar buildings" (p. 92); and Castos were a "model of the process of making concrete" (p. 144). Thus, toy design has to balance accuracy with assembly.Throughout the book, the authors supply facts gleaned from playing with the objects. For example, it is impossible to build higher than ten units in Playplex, and it is difficult not to bend the rods in constructing with Bayko. Because they draw primarily from their personal collection, it is easy to spot the toys that inspired them. Despite relying heavily on their own collection, they do mention the National Building Museum's collection, but they overlook collections at other cultural institutions, such as that at The Strong museum; they prefer citing collectors rather than curators, insisting that bayko.org.uk or brickfetish.com are veritable encyclopedias.The book skillfully weaves materials and visual items, such as the boxes and instruction manuals of the toys, together with physical architecture and information from trade journals. Fourteen roughly chronological chapters follow a formula that makes the book accessible to readers interested in a single construction toy or a quick read. Each short chapter begins with a toy, gives a physical description and its design history, then reveals the toy's role in an issue important to the current architectural profession, such as industrialization, everyday architecture, Cold War architecture, suburbia, and sustainability. For instance, the authors use Wenebrik to explore the rarity of metal buildings and, according to them, how it quickly ag
《地毯上的建筑:建筑玩具的奇妙故事和现代建筑的起源》布伦达·瓦尔和罗伯特·瓦尔,伦敦:泰晤士和哈德逊出版社,2013年。注释、图片、致谢、索引。208页,27.95美元。建筑学教授和可持续设计专家Brenda Vale和Robert Vale在20世纪玩具领域建立了新的基础,他们的最新著作《地毯上的建筑:建筑玩具的奇妙故事和现代建筑的起源》。作者采用了一种微妙的方法,很少得出关于这个主题的直接结论,而是提出了更多的问题,如建筑是否启发了玩具,玩具如何影响儿童的发展,以及消费社会对玩具设计的影响程度。从里希特的石头积木(实际上是白垩、沙子和亚麻籽油的混合物)到塑料乐高积木(丙烯腈-丁二烯-苯乙烯),作者捕捉了这些玩具常见的结构和材料的广泛类型。通过这项调查,他们做出了一些创新的观察:林肯日志“模仿了这些建筑物的基本构造方式”(第80页);“荷兰语[Mobaco]是一个优雅的系统,它制作的模型只是表面上与孩子们会看到的建筑相似,而英语[Bayko]是一个复杂而相当实用的系统,它制作了非常熟悉的建筑的精确复制品”(第92页);和卡斯多斯是“混凝土制造过程的典范”(第144页)。因此,玩具设计必须平衡精度与装配。在整本书中,作者提供了从玩物体中收集到的事实。例如,在Playplex中不可能建造超过10个单位,并且在使用Bayko进行建造时很难不弯曲杆。因为他们主要从自己的个人收藏中汲取灵感,所以很容易找到给他们灵感的玩具。尽管他们在很大程度上依赖于自己的藏品,但他们确实提到了国家建筑博物馆的藏品,但他们忽略了其他文化机构的藏品,比如斯特朗博物馆的藏品;他们更喜欢引用收藏家而不是策展人的话,坚称bayko.org.uk或brickfetish.com是名副其实的百科全书。这本书巧妙地将材料和视觉物品(如玩具的盒子和使用手册)与实物结构和来自行业期刊的信息结合在一起。14个大致按时间顺序排列的章节遵循一个公式,使本书易于对单一建筑玩具或快速阅读感兴趣的读者。每一个简短的章节都以一个玩具开始,给出了一个物理描述和它的设计历史,然后揭示了玩具在当前建筑行业重要问题中的作用,如工业化、日常建筑、冷战建筑、郊区和可持续性。例如,作者使用Wenebrik来探索金属建筑的稀有性,并根据他们的说法,它在玩具和建筑中是如何快速老化的。使用人工制品作为出发点,允许作者以一种熟悉物质文化研究的方式探索一系列文化和建筑主题。但这本书的非正式风格避免了典型的学术工具,如文献综述或方法论描述,因此作者是否真的打算采用物质文化方法尚不清楚。这本书很可能对儿童的物质文化做出了及时的贡献,因为通过诸如朱丽叶·金钦2012年在现代艺术博物馆举办的展览《儿童的世纪:1900-2000年的设计成长》,以及艾米·奥多方2013年举办的《设计创意儿童:上世纪中叶美国的玩具和场所》等活动,学术研究重新兴起。…
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引用次数: 3
Aesthetic Theory and the Video Game 美学理论与电子游戏
IF 0.9 Pub Date : 2014-10-01 DOI: 10.5860/choice.49-4843
T. Mortensen
Aesthetic Theory and the Video GameGraeme KirkpatrickNew York: Manchester University Press, 2011. Images, bibliography, index. 247 pp. $25.95 cloth. ISBN: 9780719077180 Graeme Kirkpatrick's study of aesthetic theory and video games seeks to apply aesthetic theory to what some view as a garish, popularized, and mass-produced cultural form. What do video games have to do with aesthetics after all? Kirkpatrick takes this question head on and argues that video games are a"historically specific instance of an aesthetic form," and as such they should be viewed through the lens aesthetics to be understood (p. 1). Over the course of six chapters, Kirkpatrick discusses the newness of what games bring to aesthetics. For the author, the newness of games is a specific way of approaching the text through the body, as a participant rather than as an audience.Drawing on the work of Markku Eskelinen (a founder of gamestudies.org), Kirkpatrick demonstrates the difference between games and stories. As Eskelinen notes, when we are thrown a ball, we do not expect it to tell us stories. This example becomes Kirkpatrick's starting point for an exploration of games as texts that expect us to play along, take part in, and initiate the progress of the experience. He pushes Eskelinen's comments further by asserting that the act of playing can be meaningful without being subjected to interpretation. The act is its own meaning and its own goal.Despite Kirkpatrick's initial claim that play does not have to be interpreted, he does commit interesting and thoughtprovoking acts of interpretation. For instance, in chapter 5, "Meaning in Virtual Worlds," he interprets the structure of video games as a constant revisiting of loss, and he points to how it is described as a joyless pleasure (p. 187). In this discussion, he demonstrates through strong and engaging analysis the connections between game criticism and the cultural criticism of Walter Benjamin and Frederic Jameson.In Kirkpatrick's chapter called "Ludology, Space, and Time," he positions the ludology (the study of games) of Espen Aarseth and Jesper Juul in the context of traditional aesthetic theory. He weaves the loose ends of structuralist game studies into the aesthetic traditions and understandings that the ludologists originally rejected, claiming that game scholarship was independent of them. These original ludologists did this to avoid having games reduced and understood only in the image of the previous, more static texts dominating the field of literature and aesthetics. Yet while this chapter performs the necessary task of positioning ludology in relation to aesthetic theory, it also leaves a lot to future discussion. …
《美学理论与电子游戏》graeme kirkpatrick know York:曼彻斯特大学出版社,2011。图片、参考书目、索引。247页,25.95美元。Graeme Kirkpatrick对美学理论和电子游戏的研究试图将美学理论应用于某些人认为是花哨、普及和大量生产的文化形式。电子游戏与美学到底有什么关系?Kirkpatrick正面回答了这个问题,他认为电子游戏是“一种美学形式的历史特定实例”,因此我们应该从美学的角度来看待它们。在六章的课程中,Kirkpatrick讨论了游戏给美学带来的新鲜感。对于作者来说,游戏的新鲜感是一种通过身体接近文本的特殊方式,即作为参与者而不是观众。通过引用Markku Eskelinen(游戏邦注:gamestudies.org的创始人)的作品,Kirkpatrick展示了游戏和故事之间的区别。正如Eskelinen所指出的,当我们被扔给一个球时,我们并不指望它会给我们讲故事。这个例子成为Kirkpatrick探索游戏作为文本的出发点,希望我们能够参与其中,并开始体验过程。他进一步推动了Eskelinen的评论,声称游戏行为可以不受解释而具有意义。这个行为有它自己的意义和目标。尽管Kirkpatrick最初声称游戏不需要被解释,但他确实做出了有趣且发人深省的解释行为。例如,在第5章“虚拟世界的意义”中,他将电子游戏的结构解释为对损失的不断重访,并指出它是如何被描述为一种无趣的快乐。在这一讨论中,他通过分析游戏批评与Walter Benjamin和Frederic Jameson的文化批评之间的联系。在Kirkpatrick的“游戏学,空间和时间”一章中,他将Espen Aarseth和Jesper Juul的游戏学(游戏研究)置于传统美学理论的背景下。他将结构主义游戏研究的零碎内容融入到美学传统和理解中,这是游戏学家最初所拒绝的,并声称游戏学术是独立于它们的。这些最初的游戏学家这样做是为了避免将游戏简化并仅以先前的图像来理解,即主导文学和美学领域的静态文本。然而,虽然这一章完成了与美学理论相关的定位学的必要任务,但它也留下了许多未来的讨论。…
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引用次数: 92
期刊
American Journal of Play
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