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“The Devil in the Mirror: Projections of Desire from Folk Tales to Witcher 3: The Wild Hunt” "镜中魔鬼:从民间故事到《巫师 3:狂猎》的欲望投射"
Pub Date : 2024-05-15 DOI: 10.1177/15554120241255417
Can Özgü
Dealing with the Devil is one of most prominent cultural motifs across the history of recorded folk tales. From ancient folk tales to contemporary cultural products, the Devil has appeared as an illicitly desirable being. The focal point of dealing with the Devil is that it is instigated by a pre-existent desire to exceed one's capacity determined by their temporal circumstances. In the Christian narrative tradition, a deal with the devil occurs over a Manichean undercurrent and ends in the condemnation of the participant or in the devil's humiliation. Pantheistic traditions discombobulate this contract by virtue of the nonexistence of Manichean binaries. This study aims to analyze the prevalence of desire in the deal with the devil motif throughout various tales and how the video game Witcher 3: The Wild Hunt (2015) complicates notions that are often taken for granted in Christian folk tales through its core narrative design.
与魔鬼打交道是民间故事史上最突出的文化主题之一。从古老的民间故事到当代的文化产品,魔鬼都是作为一种非法欲望的存在出现的。与魔鬼做交易的焦点在于,它是由一种预先存在的超越个人能力的欲望所煽动的,而这种能力是由其所处的时代环境所决定的。在基督教的叙事传统中,与魔鬼的交易发生在摩尼教的暗流之上,并以参与者受到谴责或魔鬼受到羞辱而告终。由于不存在摩尼教的二元对立,泛神论传统使这种契约变得混乱。本研究旨在分析欲望在各种故事中与魔鬼交易主题中的普遍性,以及视频游戏《巫师3:狂猎》(2015)如何通过其核心叙事设计将基督教民间故事中通常被视为理所当然的概念复杂化。
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引用次数: 0
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise 时代在变迁?刺客信条》系列中女性形象的演变
Pub Date : 2024-04-25 DOI: 10.1177/15554120241246575
Lina Eklund, Andrei Zanescu
This study analyzes representations of women—protagonists and NPCs—in Assassińs Creed games between 2007 and 2024, to explore the impact of the last decades’ work for gender rights on the English language AAA game industry. Through close playing, we explore game bodies with attention to the surface level of narrative, graphics, sound, and underlying mechanics of actions and reactions. Through netnography, we add promotional material, retail sites, and social movements of importance to the analysis. Results show four eras for female protagonists: nonexistent, protagonists in side games, defined by their male coprotagonists, and choose your gender. Over the 17 years studied, women are more present, and NPCs are more complex. Though female protagonists remain sidelined or shallow representations as female skins on male characters. We discuss how discrepancies and conflicts between artistic visions, marketing, and brand choices impact how women are represented, and the impact on representation by external cultural events, for example Gamergate/Metoo, during this period.
本研究分析了 2007 年至 2024 年间《阿萨辛信条》游戏中女性主角和 NPC 的形象,以探讨过去几十年性别权利工作对英语 AAA 游戏产业的影响。通过近距离游戏,我们对游戏主体进行了探索,关注叙事、图形、声音等表层内容,以及行动和反应的潜在机制。通过网络摄影,我们在分析中加入了重要的宣传材料、零售网站和社会运动。研究结果显示了女性主角的四个时代:不存在、副角游戏中的主角、被男性副角定义以及选择性别。在所研究的 17 年中,女性角色越来越多,NPC 也越来越复杂。尽管女性主角仍被边缘化,或被肤浅地表现为男性角色的女性外衣。我们讨论了艺术理念、市场营销和品牌选择之间的差异和冲突如何影响女性的表现方式,以及在此期间外部文化事件(如游戏门/Metoo)对女性表现方式的影响。
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引用次数: 0
Uses and Gratifications of Biophilic Simulation Games 亲生物模拟游戏的用途和益处
Pub Date : 2024-04-24 DOI: 10.1177/15554120241249518
Yu-Leung Ng
Biophilic simulation games designed to simulate natural environments could have the potential to promote eco-friendly attitudes and behaviors. By adopting the uses and gratifications approach, this study investigated gaming gratifications of a biophilic simulation game, Animal Crossing: New Horizons, and associated pro-animal attitudes and pro-environmental behaviors. Results showed that individuals played Animal Crossing to satisfy fantasy, social, diversion, and enjoyment gratifications. While fantasy and enjoyment gratifications were positively associated with pro-animal attitudes, fantasy, and social gratifications were positively correlated with pro-environmental behaviors.
亲生物模拟游戏旨在模拟自然环境,具有促进环保态度和行为的潜力。本研究采用 "使用与满足 "的方法,调查了亲生物模拟游戏《动物世界:新视野》的游戏满足感,以及与之相关的亲动物态度和亲环境行为:新地平线》的游戏满足感以及相关的亲动物态度和亲环境行为。结果显示,个人玩《动物之森》是为了满足幻想、社交、转移注意力和享受等满足感。幻想和享受满足感与亲动物态度呈正相关,而幻想和社交满足感则与亲环境行为呈正相关。
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引用次数: 0
Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship? 感知愚昧:Saltybet 社区如何构建 AI 与 AI 旁观者关系?
Pub Date : 2024-03-27 DOI: 10.1177/15554120241238262
Rory Summerley, Brian McDonald
The spectatorship of games has become a topic of growing interest with the parallel rise of esports and livestreaming platforms. Taking Saltybet.com as its primary case study, this paper examines cases where zero-player games played by artificial intelligence-controlled characters are the focus of spectatorship. A discourse analysis identifies trends and themes in the recorded chat transcripts of 15 livestreamed tournaments from Saltybet.com where players bet fake money on the outcome of fighting game matches between AI opponents. Several themes are identified that guide discussion on how spectators discuss AI players as well as their own and the community's behaviour. These insights may be applicable to understanding the broad appeal of the entertainment people derive from AI generally whether they were meant to entertain or not. The discussion explores how the absence of human players and the scale of Saltybet's niche audience contribute to a unique, but foolish space.
随着电子竞技和直播平台的同时兴起,游戏的观赏性已成为一个越来越受关注的话题。本文以 Saltybet.com 为主要研究案例,探讨了由人工智能控制的零玩家游戏成为观战焦点的案例。在 Saltybet.com 的 15 场直播比赛中,玩家对人工智能对手之间的格斗游戏比赛结果下注假钱,本文通过对这些比赛的聊天记录进行分析,确定了其中的趋势和主题。其中确定的几个主题引导了关于观众如何讨论 AI 玩家以及他们自己和社区行为的讨论。这些见解可能适用于理解人们从人工智能中获得的娱乐的广泛吸引力,无论它们是否旨在娱乐。讨论探讨了人类玩家的缺席和 Saltybet 小众受众的规模如何促成了一个独特而又愚昧的空间。
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引用次数: 0
Enjoying the Uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay 享受不确定性。黑暗之魂》如何通过叙事、关卡设计和游戏玩法表现不完整性
Pub Date : 2024-02-06 DOI: 10.1177/15554120241226837
Angelo Maria Andriano
The application of the Theory of Information to the works of art can show why incompleteness and ambiguity offer a more engaging experience to readers and users. But when ambiguity becomes a deliberate strategy of the work, it becomes difficult to understand how to interpret it: in this article I argue that the correct way to interpret a work that makes incompleteness the rule of its poetics is to analyze how that strategy is conveyed throughout its basic grammar, without trying to solve the puzzles and contradictions that incompleteness and ambiguity inevitably produce. This is a relevant issue in the videogame Dark Souls as the basic elements of its grammar, level design, gameplay mechanics and narrative, offer the player the experience of incompleteness in different ways. In this article, I explain how the strategy of incompleteness works in Dark Souls and propose a framework for a Zen-wise interpretation of the game mechanics.
将 "信息论 "应用于艺术作品,可以说明为什么不完整性和模糊性能给读者和用户带来更吸引人的体验。但当模糊性成为作品的一种刻意策略时,就很难理解如何对其进行解读了:在本文中,我认为解读一部以不完整性为诗学规则的作品的正确方法是分析这种策略是如何通过其基本语法传达出来的,而不是试图解决不完整性和模糊性不可避免地产生的谜题和矛盾。这是电子游戏《黑暗之魂》(Dark Souls)中的一个相关问题,因为其语法的基本要素、关卡设计、游戏机制和叙事都以不同的方式为玩家提供了不完整的体验。在本文中,我将解释《黑暗之魂》中的不完整策略是如何运作的,并提出一个对游戏机制进行禅意解读的框架。
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引用次数: 0
Enjoying the Uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay 享受不确定性。黑暗之魂》如何通过叙事、关卡设计和游戏玩法表现不完整性
Pub Date : 2024-02-06 DOI: 10.1177/15554120241226837
Angelo Maria Andriano
The application of the Theory of Information to the works of art can show why incompleteness and ambiguity offer a more engaging experience to readers and users. But when ambiguity becomes a deliberate strategy of the work, it becomes difficult to understand how to interpret it: in this article I argue that the correct way to interpret a work that makes incompleteness the rule of its poetics is to analyze how that strategy is conveyed throughout its basic grammar, without trying to solve the puzzles and contradictions that incompleteness and ambiguity inevitably produce. This is a relevant issue in the videogame Dark Souls as the basic elements of its grammar, level design, gameplay mechanics and narrative, offer the player the experience of incompleteness in different ways. In this article, I explain how the strategy of incompleteness works in Dark Souls and propose a framework for a Zen-wise interpretation of the game mechanics.
将 "信息论 "应用于艺术作品,可以说明为什么不完整性和模糊性能给读者和用户带来更吸引人的体验。但当模糊性成为作品的一种刻意策略时,就很难理解如何对其进行解读了:在本文中,我认为解读一部以不完整性为诗学规则的作品的正确方法是分析这种策略是如何通过其基本语法传达出来的,而不是试图解决不完整性和模糊性不可避免地产生的谜题和矛盾。这是电子游戏《黑暗之魂》(Dark Souls)中的一个相关问题,因为其语法的基本要素、关卡设计、游戏机制和叙事都以不同的方式为玩家提供了不完整的体验。在本文中,我将解释《黑暗之魂》中的不完整策略是如何运作的,并提出一个对游戏机制进行禅意解读的框架。
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引用次数: 0
Polish History up to 1795 in Polish Games and Game Studies 波兰游戏和游戏研究中的波兰历史(截至 1795 年
Pub Date : 2024-02-04 DOI: 10.1177/15554120241228490
M. Mochocki, Stanisław Krawczyk, Aleksandra Mochocka
Situated within historical and regional (CEE) game studies, this article is an overview of games made in Poland after 1989 about Polish history up to the eighteenth century. It also outlines research made on those games, and it comments on changing cultural and political factors shaping the development of Polish history/heritage-themed games over the last three decades. We group the games in thematic-chronological categories: early medieval Slavic settings up to 1000, medieval to Renaissance Poland, and Polish-Lithuanian Commonwealth 1569–1795. Main findings: (a) Slavic fantasy became very popular with game developers after Witcher 3, but it has received little scholarly attention beside the witcher series. (b) Medieval Polish monarchies have barely caught the eye of game developers, which translates to the absence of related research. (c) The PLC period is well-represented in digital and nondigital games, and well-researched in historical games studies by Polish scholars in Polish and English.
本文从历史和地区(中欧和东欧)游戏研究的角度,概述了波兰在 1989 年之后制作的有关十八世纪之前波兰历史的游戏。文章还概述了对这些游戏的研究,并对过去三十年中影响波兰历史/遗产主题游戏发展的文化和政治因素的变化进行了评论。我们将这些游戏按主题-时间顺序分类:1000 年前的中世纪早期斯拉夫背景、中世纪至文艺复兴时期的波兰以及 1569-1795 年的波兰-立陶宛联邦。主要发现:(a) 《巫师 3》之后,斯拉夫奇幻题材开始受到游戏开发商的青睐,但除了《巫师》系列之外,很少有学者关注斯拉夫奇幻题材。(b) 中世纪波兰君主国几乎没有引起游戏开发商的注意,因此也缺乏相关研究。(c) PLC 时期在数字游戏和非数字游戏中都有很好的表现,波兰学者在波兰语和英语的历史游戏研究中也有很好的研究。
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引用次数: 0
Polish History up to 1795 in Polish Games and Game Studies 波兰游戏和游戏研究中的波兰历史(截至 1795 年
Pub Date : 2024-02-04 DOI: 10.1177/15554120241228490
M. Mochocki, Stanisław Krawczyk, Aleksandra Mochocka
Situated within historical and regional (CEE) game studies, this article is an overview of games made in Poland after 1989 about Polish history up to the eighteenth century. It also outlines research made on those games, and it comments on changing cultural and political factors shaping the development of Polish history/heritage-themed games over the last three decades. We group the games in thematic-chronological categories: early medieval Slavic settings up to 1000, medieval to Renaissance Poland, and Polish-Lithuanian Commonwealth 1569–1795. Main findings: (a) Slavic fantasy became very popular with game developers after Witcher 3, but it has received little scholarly attention beside the witcher series. (b) Medieval Polish monarchies have barely caught the eye of game developers, which translates to the absence of related research. (c) The PLC period is well-represented in digital and nondigital games, and well-researched in historical games studies by Polish scholars in Polish and English.
本文从历史和地区(中欧和东欧)游戏研究的角度,概述了波兰在 1989 年之后制作的有关十八世纪之前波兰历史的游戏。文章还概述了对这些游戏的研究,并对过去三十年中影响波兰历史/遗产主题游戏发展的文化和政治因素的变化进行了评论。我们将这些游戏按主题-时间顺序分类:1000 年前的中世纪早期斯拉夫背景、中世纪至文艺复兴时期的波兰以及 1569-1795 年的波兰-立陶宛联邦。主要发现:(a) 《巫师 3》之后,斯拉夫奇幻题材开始受到游戏开发商的青睐,但除了《巫师》系列之外,很少有学者关注斯拉夫奇幻题材。(b) 中世纪波兰君主国几乎没有引起游戏开发商的注意,因此也缺乏相关研究。(c) PLC 时期在数字游戏和非数字游戏中都有很好的表现,波兰学者在波兰语和英语的历史游戏研究中也有很好的研究。
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引用次数: 0
Experience in Videogame Display: An Extension of the Matrix Model 视频游戏展示中的体验:矩阵模型的扩展
Pub Date : 2023-11-26 DOI: 10.1177/15554120231209801
Carl Harrington
Niklas Nylund argued that videogames lacked a coherent descriptive framework required to understand their complex position as museum artifacts. He proposed a matrix model consisting of three overlapping aspects of games display: objects, context, and experience. Although a starting point for exploring the role of videogames in museums, this required further detailed analysis. The present article extends the matrix model by exploring the area of ‘experience’, separating this aspect of display into three sub-categories: (a) playable experience, (b) collective experience, and (c) situational experience. These sub-categories of experience are discussed regarding videogame display in European museums. It is argued that this extended view of experience, rather than distracting from contextual information, is central to videogame display. Extending this category beyond playable games enables exhibitions to use the area of experience within a wider framework.
尼克拉斯-尼伦德(Niklas Nylund)认为,电子游戏缺乏一个连贯的描述框架来理解其作为博物馆文物的复杂地位。他提出了一个矩阵模型,由游戏展示的三个相互重叠的方面组成:对象、背景和体验。虽然这是探索电子游戏在博物馆中作用的一个起点,但还需要进一步的详细分析。本文通过探索 "体验 "领域对矩阵模型进行了扩展,将展示的这一方面分为三个子类别:(a) 可玩体验、(b) 集体体验和 (c) 情境体验。这些体验子类别将在欧洲博物馆的电子游戏展示中进行讨论。文章认为,这种扩展的体验观对于电子游戏展示至关重要,而不是分散对背景信息的注意力。将这一类别扩展到可玩游戏之外,可使展览在更广泛的框架内使用体验领域。
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引用次数: 0
The Mukokuseki Strategy and the Application of Pivot Translation in the Localization of Japanese Games 日本游戏本地化中的 "向日葵战略 "和 "支点翻译 "的应用
Pub Date : 2023-11-26 DOI: 10.1177/15554120231216545
Xiaochun Zhang, Huawei Song
This article investigates the impact of using pivot language on the quality of game localization via a case study on the Japanese game Dark Souls 3. It first discusses the indirectness of the source text and the complexity of the target text in game localization by highlighting the “born translated” nature of the game narrative design. It then explicates the intricacy of having game audio voiced over in English only and including both direct and indirect translations in the localization workflow. It demonstrates the complication in evaluating localization quality from players’ perspectives and suggests that using English as a pivot language has certain advantages in ensuring multimodal cohesiveness in game localization. The rationale behind the localization approach is then explored through the lens of the mukokuseki strategy, which suggests that the application of pivot translation is driven by market globalization and, ultimately, the pursuit of economic gain.
本文通过对日本游戏《黑暗之魂 3》的案例研究,探讨了使用枢轴语言对游戏本地化质量的影响。文章首先通过强调游戏叙事设计的 "天生翻译 "性质,讨论了源文本的间接性和目标文本在游戏本地化中的复杂性。然后,它阐述了游戏音频仅用英语配音以及在本地化工作流程中包括直接翻译和间接翻译的复杂性。它说明了从玩家角度评估本地化质量的复杂性,并提出使用英语作为支点语言在确保游戏本地化的多模态一致性方面具有一定的优势。然后,通过 mukokuseki 战略的视角探讨了本地化方法背后的理论依据,该战略表明,枢轴翻译的应用是由市场全球化以及最终追求经济收益所驱动的。
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引用次数: 0
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Games and Culture
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