Gaming Capital in Contemporary Role-playing Game Platforms

Henry Korkeila, J. Tuomas Harviainen
{"title":"Gaming Capital in Contemporary Role-playing Game Platforms","authors":"Henry Korkeila, J. Tuomas Harviainen","doi":"10.33063/ijrp.vi14.360","DOIUrl":null,"url":null,"abstract":"Gaming capital: a fifteen-year-old theory detailing how one’s gaming knowledge can be conceptualized into something tangible. In her book Cheating: Gaining Advantage in Video Games, Consalvo (2007) presented the term gaming capital to give a name and meaning to the collective understanding of both the individual player and the communities that entail the discussions about the game, genre, or the platform – including topics like knowledge, experience, and skill. Yet, there has not been much scholarly attention given to where one would situate gaming capital between cultural and symbolic capital, and where social capital would influence the transformation of knowledge to gaming capital. The discussion about gaming capital has been more about what it is, and what can be or cannot be gaming capital, but what steers gaming capital as an entity at their disposal has not been studied enough yet. The world of gaming has moved massively forwards in fifteen years, and the whole concept of what “gaming” is has subsequently changed, not only within the online multiplayer video game scene, but within analogue role-playing games too. Both mediums have their ways of accumulating and spending capital, and not everything is different in terms of gaming capital. Therefore, this study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974) through information flow and social space perspectives.","PeriodicalId":470138,"journal":{"name":"International Journal of Role-Playing","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Role-Playing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33063/ijrp.vi14.360","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Gaming capital: a fifteen-year-old theory detailing how one’s gaming knowledge can be conceptualized into something tangible. In her book Cheating: Gaining Advantage in Video Games, Consalvo (2007) presented the term gaming capital to give a name and meaning to the collective understanding of both the individual player and the communities that entail the discussions about the game, genre, or the platform – including topics like knowledge, experience, and skill. Yet, there has not been much scholarly attention given to where one would situate gaming capital between cultural and symbolic capital, and where social capital would influence the transformation of knowledge to gaming capital. The discussion about gaming capital has been more about what it is, and what can be or cannot be gaming capital, but what steers gaming capital as an entity at their disposal has not been studied enough yet. The world of gaming has moved massively forwards in fifteen years, and the whole concept of what “gaming” is has subsequently changed, not only within the online multiplayer video game scene, but within analogue role-playing games too. Both mediums have their ways of accumulating and spending capital, and not everything is different in terms of gaming capital. Therefore, this study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974) through information flow and social space perspectives.
当代角色扮演游戏平台中的游戏资本
游戏资本:一个15年前的理论,详细描述了一个人的游戏知识如何被概念化成有形的东西。在她的书《作弊:在电子游戏中获得优势》中,Consalvo(2007)提出了“游戏资本”一词,为个人玩家和社区的集体理解提供了一个名称和含义,这些集体理解包括关于游戏、类型或平台的讨论,包括知识、经验和技能等主题。然而,对于游戏资本在文化资本和符号资本之间的位置,以及社会资本如何影响知识向游戏资本的转化,学术界的关注并不多。关于游戏资本的讨论更多的是关于它是什么,什么可以成为游戏资本,什么不能成为游戏资本,但是什么将游戏资本作为一个实体来支配,还没有得到足够的研究。游戏世界在过去15年里发生了巨大的变化,“游戏”的整个概念也随之发生了变化,不仅是在在线多人电子游戏领域,在模拟角色扮演游戏领域也是如此。这两种媒介都有其积累和消费资本的方式,就游戏资本而言,并非所有内容都是不同的。因此,本研究探讨了大型多人在线角色扮演游戏(mmorpg)和《地下城》中游戏资本的形成。龙(1974)通过信息流和社会空间的视角。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信