Differentiated Participation in Social Videogaming

J. Downs, F. Vetere, Wally Smith
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引用次数: 13

Abstract

Social videogaming provides opportunities for individuals not only to engage directly in active gameplay but also to interact indirectly from the sidelines. We present a study of the differentiated nature of participation in gaming based on field observations of six families playing physical videogames in their homes. Building on existing theoretical frameworks, we distinguish three kinds of durable roles: players, audience members and bystanders. Going beyond this, we also identify a rich variety of spontaneous and ephemeral roles among the audience: spectators, orchestrators, managers, coaches, directors, puppeteers, commentators, hecklers, supporters, documenters, shadow players, and cheerleaders. We argue that through this richer understanding of the differentiated nature of participation in videogaming, designers might expand the reach of their games and respond to the potential for new experiences in the broad situation of domestic gaming.
社交电子游戏的差异化参与
社交电子游戏不仅为玩家提供了直接参与游戏玩法的机会,还为玩家提供了间接互动的机会。我们基于对六个家庭在家中玩实体电子游戏的实地观察,提出了一项关于参与游戏的差异性质的研究。在现有理论框架的基础上,我们区分了三种持久角色:参与者、观众成员和旁观者。除此之外,我们还在观众中发现了丰富多样的自发和短暂的角色:观众、编曲者、经理、教练、导演、木偶演员、评论员、起哄者、支持者、记录者、皮影戏演员和啦啦队长。我们认为,通过对电子游戏参与的差异化本质的更深入理解,设计师可能会扩大他们的游戏范围,并在国内游戏的广泛情况下应对潜在的新体验。
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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