Towards gameworld studies

IF 0.7 Q3 COMMUNICATION
S. Conway, B. Elphinstone
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引用次数: 3

Abstract

This article focuses on the phenomenon of meaningful experiences within digital games. To this end, rather than game studies, we propose ‘Gameworld Studies’ as better articulating both the goal of certain theorists and theoretical approaches, and the player experience. In explicating meaning, the authors utilize and link two frameworks: hermeneutic phenomenology and self-determination theory. This interdisciplinary perspective is applied to two data sets, one quantitative, one qualitative, regarding players’ experiences of The Witcher 3: Wild Hunt and Fallout 4. The responses illuminate how certain design decisions have substantial impacts upon both how, and why, particular meanings manifest within the player experience. The article concludes with recommendations for both the design and study of digital games.
走向游戏世界研究
本文关注的是数字游戏中有意义体验的现象。为此,我们建议“游戏世界研究”更好地阐明某些理论家和理论方法的目标以及玩家体验,而不是游戏研究。在阐释意义时,作者运用并联系了解释学现象学和自决理论两个框架。这一跨学科的视角被应用于两个数据集,一个是定量的,另一个是定性的,关于玩家在《巫师3:狂野狩猎》和《辐射4》中的经历。这些回答说明了某些设计决策如何对玩家体验中特定含义的表现方式和表现原因产生重大影响。文章最后对数字游戏的设计和研究提出了建议。
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
CiteScore
1.10
自引率
25.00%
发文量
8
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