Just Fun and Games? A Sociological Consideration of Fun in Video Games

IF 2.4 2区 文学 Q1 COMMUNICATION
Garry Crawford, Tom Brock
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引用次数: 0

Abstract

The concept of “fun” is widely used within the game design and game studies literature, and is frequently highlighted as a key component of good game design, as well as a key factor in why people play games. However, it is a term rarely unpacked, and fun in video games remains relatively underresearched, certainly in comparison to other associated terms such as “play.” This article therefore provides a much-needed sociological exploration of a term at the center of games design and studies, and moreover, argues, that doing so allows us to explore a range of important and related topics, such as the changing relationship between work and leisure and the blurring of fun and no-fun boundaries, as well as enabling us to delineate between often interchangeably used terms, such as happiness, enjoyment, and pleasure.
只是娱乐和游戏?对电子游戏中乐趣的社会学思考
在游戏设计和游戏研究文献中,"乐趣 "这一概念被广泛使用,并经常被强调为优秀游戏设计的一个关键组成部分,以及人们为什么玩游戏的一个关键因素。然而,这个术语却很少被解读,而且对视频游戏中 "趣味性 "的研究仍然相对不足,当然,与其他相关术语(如 "游戏")相比更是如此。因此,本文对游戏设计和研究中心的一个术语进行了亟需的社会学探讨,而且,本文认为,这样做可以让我们探讨一系列重要的相关话题,如工作与休闲之间不断变化的关系、乐趣与非乐趣界限的模糊化,以及让我们能够区分经常互换使用的术语,如幸福、享受和愉悦。
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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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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