Making Sense of Play in Video Games: Ludus, Paidia, and Possibility Spaces

Graham H. Jensen
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引用次数: 25

Abstract

This article synthesizes the work of video game theorists such as Gonzalo Frasca (2003), Katie Salen and Eric Zimmerman (2003), Ian Bogost (2008), and Steven E. Jones (2008) in order to build on academic and interdisciplinary discussions of play and its effect on PC- or console-based video games.  Examples are used to elucidate the potentially problematic categories of “paidic” and “ludic” games, as well as to explore further the ways in which uninhibited play, “metagaming,” and the inevitable influence of socio-cultural factors gradually transform—and become codified within—the landscape of digital games. Finally, the article offers Mikhail Bakhtin’s notions of opposing “centripetal” and “centrifugal” forces as analytical tools according to which the connections between in-game activities and out-of-game social and cultural contexts can be usefully examined by future critics.
阐述电子游戏中玩法的意义:游戏场景、Paidia和可能性空间
本文综合了Gonzalo Frasca(2003年)、Katie Salen和Eric Zimmerman(2003年)、Ian Bogost(2008年)和Steven E. Jones(2008年)等电子游戏理论家的工作,以构建关于游戏及其对基于PC或主机的电子游戏的影响的学术和跨学科讨论。这些例子用于阐明“付费”和“搞笑”游戏的潜在问题类别,并进一步探索不受约束的游戏、“元游戏”和社会文化因素的不可避免的影响如何逐渐转变并成为数字游戏景观的一部分。最后,本文提供了Mikhail Bakhtin关于反对“向心力”和“离心力”力量的概念作为分析工具,根据这些工具,游戏内活动与游戏外社会和文化背景之间的联系可以被未来的评论家有效地检验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
0.90
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