数字游戏中玩家动机的元人类学研究:游戏的 28 个维度

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-04-13 DOI:10.1177/15554120241242332
Corey T. McKechnie-Martin, Andrew Cunningham, James Baumeister, G. Stewart Von Itzstein
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引用次数: 0

摘要

电子游戏已成为大众文化的重要组成部分,而玩家追求特定游戏体验的原因则是游戏研究中的一个重要课题。许多动机模型都对玩家的游戏动机进行了分类,从而产生了涵盖游戏媒体各种范围的不同结果。我们进行了一项元人类学研究,以探索这一不同主题的研究结果,并对现有知识体系进行全面概述,最终形成了我们综合的 28 个游戏维度。通过对这些维度的定义,我们能够观察到已探究来源中存在的差距,并提出一个更完整的玩家动机模型。
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A Meta-Ethnography of Player Motivation in Digital Games: The 28 Dimensions of Play
Video games have become a significant component of popular culture, with the reasons why players pursue particular gaming experiences being a heavily explored topic within games research. Player motivations toward games have seen classification in many motivation models, resulting in diverse outcomes covering a variety of scopes within games media. We performed a meta-ethnography to explore the findings of this diverse topic and provide a comprehensive overview of the existing body of knowledge, resulting in our synthesized 28 Dimensions of Play. Through the definition of these Dimensions, we are able to observe the gaps present in explored sources and propose a more complete model of player motivations.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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