解释虚拟游戏体验的形成:基于交互性和游戏元素的理论概述和系统化

IF 1.5 Q2 COMMUNICATION Frontiers in Communication Pub Date : 2023-09-22 DOI:10.3389/fcomm.2023.1215960
Daniel Possler, Nicholas David Bowman, Rowan Daneels
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引用次数: 0

摘要

在过去的几年里,学者们探索了虚拟电子游戏体验——深刻的娱乐反应,包括意义、反思和其他。在相对较短的时间内,对于这种虚幻的游戏体验的形成的解释已经跨越多个学科,使得很难跟踪理论发展的状态。因此,我们提出了这些解释的理论概述。我们首先给出了游戏体验的工作定义(游戏邦注:即反映人类美德并鼓励玩家充分开发其潜能的体验),并概述了电子游戏的四个层面——代理、叙事、社交和美学,这些构成了理论的基础。随后,我们将概述这些理论方法,并根据它们的解释主要基于四个游戏层面中的哪一个进行分类。最后,我们通过描述它们的有用性如何随着交互性的变化而变化,提出了解释幸福体验的不同理论方法的偶然性。由于不同类型的游戏为玩家提供了不同层次的交互性,我们的概述表明,在研究特定游戏类型的游戏性体验时,应该考虑哪些理论和游戏层次。
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Explaining the formation of eudaimonic gaming experiences: a theoretical overview and systemization based on interactivity and game elements
Over the past years, scholars have explored eudaimonic video game experiences—profound entertainment responses that include meaningfulness, reflection, and others. In a comparatively short time, a plethora of explanations for the formation of such eudaimonic gaming experiences has been developed across multiple disciplines, making it difficult to keep track of the state of theory development. Hence, we present a theoretical overview of these explanations. We first provide a working definition of eudaimonic gaming experiences (i.e., experiences that reflect human virtues and encourage players to develop their potential as human beings fully) and outline four layers of video games—agency, narrative, sociality, and aesthetics—that form the basis for theorizing. Subsequently, we provide an overview of the theoretical approaches, categorizing them based on which of the four game layers their explanation mainly rests upon. Finally, we suggest the contingency of the different theoretical approaches for explaining eudaimonic experiences by describing how their usefulness varies as a function of interactivity. As different types of games offer players various levels of interactivity, our overview suggests which theories and which game layers should be considered when examining eudaimonic experiences for specific game types.
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来源期刊
CiteScore
3.30
自引率
8.30%
发文量
284
审稿时长
14 weeks
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