培养游戏:电子游戏和角色发展的劳动

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI:10.1386/jgvw_00040_1
S. Anderson, Mark R. Johnson
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引用次数: 0

摘要

在本文中,我们将开发一种关于游戏玩法劳动的理论,承认基于游戏设计和玩法的政治经济学范式,即“培养游戏”。在大多数对游戏工作的理解中,理论家传统上将游戏中的数字劳动解释为固有的困难或操纵性。相反,我们提出了一种理论来解释游戏玩法是如何围绕设计启发(游戏邦注:即角色进程)进行组织的,这是一种奖励,考虑到不同类型玩家的目标和兴趣。我们通过分析《星露谷》、《侠盗猎车手5》、《巫师2》和《巫师3》这四款游戏来阐述我们的理论干预。我们特别研究了升级路径,我们称之为角色进程任务,其中升级,进步,获得游戏内技能和朝着目标努力,创造了一个玩家可能会觉得有趣的游戏玩法环境。
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Cultivation play: Video games and the labour of character progression
In this article, we develop a theory of gameplay labour, acknowledging the paradigm of political economy yet grounded in game design and play, called ‘cultivation play’. In most understandings of game work, theorists traditionally explain digital labour in games as inherently difficult or manipulative. Instead, we propose a theory that explains how gameplay work can be organized around a design heuristic – character progression – that is rewarding, given the objectives and interests of different kinds of players. We explicate our theoretical intervention through an analysis of four games: Stardew Valley, Grand Theft Auto V, The Witcher 2 and The Witcher 3. We specifically examine upgrade paths, what we call character progression tasks, wherein levelling up, progressing, gaining in-game skills and working towards goals operate to create an environment of gameplay work that players may find engaging.
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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