Towards the aesthetics of cozy video games

IF 0.7 Q3 COMMUNICATION
Agata Waszkiewicz, Martyna Bakun
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引用次数: 8

Abstract

While among game journalists and developers the term ‘cozy games’ has recently been gaining popularity, the concept still rarely is discussed in detail in academic circles. While game scholars put more and more focus on the new types of casual games that concentrate mostly on starting discourses on mental health, trauma and the experiences of marginalized people (often referred to as ‘empathy games’), the discussion would benefit from the introduction of the concept of coziness and the use of more precise definitions. The article discusses cozy aesthetics, showing that their popularity correlates with sociopolitical changes especially in Europe and the United States. First, cozy games are defined in the context of feminist and inclusive design. Second, it proposes three types of application of coziness in games depending on their relationship with functionality: coherent, dissonant and situational.
朝向舒适的电子游戏美学
虽然“舒适游戏”这个词最近在游戏记者和开发者中越来越流行,但学术界却很少详细讨论这个概念。虽然游戏学者们越来越关注新型休闲游戏,这些游戏主要关注心理健康、创伤和边缘人群的经历(通常被称为“移情游戏”),但讨论将受益于引入舒适概念和使用更精确的定义。本文对舒适美学进行了探讨,指出舒适美学的流行与社会政治变迁密切相关,尤其是在欧美。首先,舒适游戏是在女权主义和包容性设计的背景下定义的。其次,根据游戏与功能的关系,它提出了三种舒适感的应用类型:连贯、不和谐和情境。
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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