Uncovering literacy practices in the game Total War: Shogun 2 with a contract-agency model

Q3 Arts and Humanities
Pedro Neves, Leonel Morgado, Nelson Zagalo, I. Tec, Ciac
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引用次数: 0

Abstract

This paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2. The paper first situates the Contract Agency Model within approaches to videogames and within approaches to media literacy. The paper then identifies three interesting literacy practic es in the videogame, which also exemplify the eight levels of abstraction of the Contract Agency Model. The paper concludes by discussing the model’s implications to media literacy and videogames, namely that videogames effect a second-order mutual signaling with their players – agency as a conversation of commitment to meaning – that is humanizing of those players, and that the model can uncover this as an implicit contract of bio-costs, as a ‘direct’ literacy of videogames, i.e. a literacy in videogames’ own terms.
在游戏《全面战争:幕府将军2》中使用契约代理模式揭示识字实践
本文以电子游戏《全面战争:幕府将军2》为例,展示了如何使用合同代理模型来揭示电子游戏本身的识字实践,作为对现有的、更为“间接”的游戏文字的补充。本文首先将合同代理模式置于电子游戏方法和媒体素养方法中。然后,本文确定了电子游戏中三个有趣的识字实践,它们也举例说明了合同代理模型的八个抽象层次。该论文通过讨论该模型对媒体素养和视频游戏的影响得出结论,即视频游戏与玩家产生了二阶相互信号——代理是对意义的承诺对话——这是对这些玩家的人性化,该模型可以将其揭示为生物成本的隐含契约,作为视频游戏的“直接”素养,即电子游戏本身的识字能力。
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
International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.20
自引率
0.00%
发文量
1
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