Coziness in Games: Second Homes, Audiences, and Esthetics.

IF 2.1 2区 文学 Q1 COMMUNICATION
Games and Culture Pub Date : 2025-01-09 eCollection Date: 2026-07-01 DOI:10.1177/15554120241310920
Tanya Krzywinska, Douglas Brown, Minhua Ma, Anton Belinskiy, Kam Bhui
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引用次数: 0

Abstract

The "Cozy" game has gained traction as a concept in contemporary game culture as a set of formal generic features. While we examine the way that Cozy Games are often now defined as a genre, we demonstrate that "coziness in games" has widespread formal and engagement functions and can be experienced in a whole range of games, not simply those defined by the Cozy genre. In focusing on the player-text relationship, and in using a literary model, we seek to widen the discourse and range of meanings of coziness in, as well as of, games. This approach enables us to think about our own lived experience of playing games in terms of the generation of affect, as well as opening the way for renewed analysis of representation, ideology, and cognition.

游戏中的舒适感:第二家园、受众和美学
“舒适”游戏作为一种概念在当代游戏文化中获得了吸引力,因为它是一套正式的通用功能。当我们审视舒适游戏作为一种类型的定义时,我们会发现“游戏中的舒适”具有广泛的形式和粘性功能,并且可以在各种游戏中体验到,而不仅仅是那些由舒适类型定义的游戏。通过关注玩家-文本关系,并使用文学模型,我们试图扩大游戏中舒适的话语和意义范围。这种方法使我们能够从情感产生的角度思考我们自己的游戏体验,并为再现、意识形态和认知的新分析开辟了道路。
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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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