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High Fantasy RPGs and the Materiality of the Medieval Book 高幻想 RPG 与中世纪书籍的物质性
Pub Date : 2023-11-19 DOI: 10.1177/15554120231214331
Bard Swallow
This article describes the use of the materiality of the medieval book as a trope of medievalism in neomedieval games. It argues that the materiality of the hybrid writing/printing book culture evoked in these games does not correspond with any given historical period, not even the late 15th-century technical transition from writing to print culture; instead, the games synthesize a variety of details from separate historical periods into a coherent neomedieval book culture that supports player immersion. The player's relationship with this neomedieval book culture is fostered through representations of the materiality of the medieval book, though this materiality can be represented in images or in text, in the game environment or in the user interface. Handling manuscripts and deciphering texts is an important component of the fantasy sought by the audience of neomedieval role-playing games.
本文介绍了新中世纪游戏中使用中世纪书籍的物质性作为中世纪主义的特例。文章认为,这些游戏所唤起的混合书写/印刷书籍文化的物质性与任何特定的历史时期都不一致,甚至与 15 世纪晚期从书写文化到印刷文化的技术过渡也不一致;相反,这些游戏将不同历史时期的各种细节综合在一起,形成了一种连贯的新中世纪书籍文化,使玩家身临其境。玩家与这种新中世纪书籍文化的关系是通过对中世纪书籍物质性的表现来促进的,尽管这种物质性可以通过图像或文本、游戏环境或用户界面来表现。处理手稿和破译文本是新中世纪角色扮演游戏受众所追求的幻想的重要组成部分。
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引用次数: 0
Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment 十字路口的问题游戏:探索数字娱乐中网络游戏障碍、有毒态度和移情之间的相互作用
Pub Date : 2023-11-15 DOI: 10.1177/15554120231211991
Enrico Gandolfi, R. Ferdig, Karlie Krause, Amy Copus, Sarah Ostrowski-Delahanty, Sonia Alemagno
It is becoming more common to use Internet Gaming Disorder (IGD) to measure problematic gaming in online environments. However, there is limited data examining the role of empathy and toxicity in IGD. In addition, little attention has been given to the role of the social element of online gaming communities and its influence on these factors. This article aims to address this gap by presenting the results of a cross-sectional study involving 567 online players who completed an online survey about their gaming habits. More specifically, participants were recruited from four different game communities and asked to complete the Internet Gaming Disorder Scale—Short Form, a toxicity-related questionnaire, and the Interpersonal Reactivity Index. Comparisons between the four game communities were also explored. Findings pointed at significant associations between toxicity, empathy, game community, and IGD, suggesting additional research opportunities and counter strategies for preventing negative experiences with online gaming.
使用网络游戏障碍(Internet Gaming Disorder,IGD)来衡量网络环境中的游戏问题已变得越来越普遍。然而,研究移情和毒性在 IGD 中的作用的数据却很有限。此外,人们很少关注网络游戏社区的社会因素的作用及其对这些因素的影响。本文旨在通过介绍一项横断面研究的结果来填补这一空白,该研究涉及 567 名在线玩家,他们完成了有关其游戏习惯的在线调查。更具体地说,研究人员从四个不同的游戏社区招募参与者,要求他们填写网络游戏障碍量表-简表、与毒性相关的问卷以及人际反应指数。此外,还探讨了四个游戏社区之间的比较。研究结果表明,毒性、同理心、游戏社区和 IGD 之间存在明显的关联,为预防网络游戏负面体验提供了更多的研究机会和应对策略。
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引用次数: 0
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Games and Culture
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