《反恐精英:全球攻势》中的分层文化和元游戏

IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH L1 Educational Studies in Language and Literature Pub Date : 2022-07-13 DOI:10.21248/l1esll.2022.22.2.367
Elisavet Kiourti
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引用次数: 3

摘要

这项人种学研究的主要目的是探索通过和超越游戏的文化实践,元游戏是如何概念化的,以及元游戏是如何塑造玩家的观点以及与他们的文化实践的关系的,特别是以第一人称射击游戏《反恐精英:全球攻势》为例。本研究的数据来自塞浦路斯CS:GO及其周围的四名年轻男性的民族志研究。研究结果表明,玩家为了进化他们的元游戏而经历了一个层次素养的循环。Metagaming是指在游戏过程中创造一种超越游戏规则的最佳或意外战术和策略的流动形式,通过使用来自过去游戏玩法的已有的、当前的和新的知识,以及来自在线和离线读写实践的知识和信息来对抗对手。这些分层的读写能力是多向的、基于兴趣的,是与高层决策相关的学习的一部分。研究结果为大量文献提供了依据,表明电子游戏,更具体地说是元游戏,可以支持第一语言课堂的读写能力。
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Layering literacies and metagaming in Counter Strike: Global Offensive
The primary purpose of this ethnographic research is to explore what literacy practices unfold through and beyond gaming, how metagaming is conceptualized and how metagaming shapes the players' view and relation to their literacy practices with a particular focus on the first-person shooter Counter-Strike: Global Offensive (CS:GO). Data from this study were drawn from ethnographic research of four young males within and around CS:GO in the context of Cyprus. Findings indicate that players go through a cycle of layering literacies in order to evolve their metagaming. Metagaming is about creating fluid forms of optimal or unexpected tactics and strategies during game play that go beyond the rules of the game to counter the opponent(s) by using pre-existing, current, and new knowledge from past game plays, as well knowledge and information from online and offline literacy practices. These layered literacies are multidirectional, interest-based and are part of learning related to high-level making decisions. The results contribute to the body of literature suggesting ways videogames and more specifically metagaming, could support literacy in L1 classrooms.
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来源期刊
L1 Educational Studies in Language and Literature
L1 Educational Studies in Language and Literature EDUCATION & EDUCATIONAL RESEARCH-
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