Playing Along: Digital Games, YouTube, and Virtual Performance

IF 0.6 Q3 SOCIAL SCIENCES, INTERDISCIPLINARY
S. Grimes
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引用次数: 43

Abstract

Playing Along: Digital Games, YouTube, and Virtual PerformanceKiri MillerNew York: Oxford University Press, 2012. Notes, references, index. 272 pp. $27.95 paper. ISBN: 9780199753468From Double Dutch to limbo competitions, games that meld music, performance, and play are easy to find. In more recent years, the rise and spread of digital technologies have given way to a whole new, and ever-widening, range of practices that combine, recombine, and expand upon this tradition. This is particularly true of digital games (video games, arcade games, and computer games) in which music has long fulfilled a core function, both in terms of adding significantly to games' narratives and aesthetics, as well as providing an intuitive way of giving feedback to players. Some of the early arcade games had soundtracks that contained hidden clues about the right time to make a particular move or that forewarned players they were running out of time or were about to experience a change of speed. More recently, rhythm games, such as PaRappa the Rapper (1996) and Dance Dance Revolution (1998), have incorporated beat as a core component of their game-play mechanics-where a player's moves are only successful if made in musical time. As digital games have become more social (and more socially acceptable), events such as weekly Rock Band competitions at the local pub and sharing a musical creation made in the game Sound Shapes (2012) with thousands of other players online are increasingly common.Kiri Miller's Playing Along: Digital Games, YouTube, and Virtual Performance is a timely and important work that tackles multiple aspects of the complex intermingling of music, performance, and play that is currently taking place within digital culture. The book features a range of relevant examples and draws important linkages between contempo rary and traditional leisure practices. The results of the author's own research in this area-which includes interviews with players, ethnographic fieldwork and firsthand experimentation with the games and practices involved-are described in close detail in three parts, divided by the case study or practice examined. Part 1 examines the highly popular and controversial single-player console game Grand TheftAuto: San Andreas (2004), in which music plays an integral role not only in setting the tone for game play, but also within the players' own in-game identity performance and role-play experiences. Part 2 focuses on music-performance games Guitar Hero (2005) and Rock Band (2007) and delves into some of the uncomfortable questions these games arguably raise about issues of authenticity (playing music) and consumerism (playing at playing music). Last, part 3 considers some of the ways leisure activities are learned and taught through YouTube and other social media, as well as how such tools are increasingly used to establish new, leisure-based communities of practice. Playing Along also comes with a companion website, which features a series of audio and video clips of some of the interviews with players and online videos discussed in the book.To help the reader navigate this, at times, dauntingly diverse range of topics, Miller supplies an eloquent and wellgrounded theoretical framework at the book's outset. The concepts and questions Miller lays out in the introductory chapter not only provide a useful way to map and make sense of the research laid out in parts 1 to 3, but they also help establish the interdisciplinary approach that Miller adopts in both her research and in the book itself. …
一起玩:数字游戏、YouTube和虚拟表演
《一起玩:数字游戏、YouTube和虚拟表演》kiri miller,纽约:牛津大学出版社,2012。注释、参考文献、索引。272页,27.95美元。从双荷兰语到limbo比赛,融合音乐,表演和游戏的游戏很容易找到。近年来,数字技术的兴起和传播已经让位于一个全新的、不断扩大的实践范围,这些实践结合、重组和扩展了这一传统。数字游戏(游戏邦注:包括电子游戏、街机游戏和电脑游戏)的情况尤其如此,在这些游戏中,音乐长期以来一直是核心功能,既可以显著增加游戏的叙事和美学,也可以提供给玩家一种直观的反馈方式。一些早期街机游戏的配乐包含隐藏线索,告诉玩家何时该采取特定行动,或预先警告玩家时间即将耗尽或即将经历速度变化。最近,节奏游戏,如《PaRappa the Rapper》(1996年)和《Dance Dance Revolution》(1998年)都将节奏作为游戏玩法机制的核心组成部分——玩家的动作只有在音乐时间内才能成功。随着数字游戏变得越来越具有社交性,每周在当地酒吧举行的Rock Band比赛以及与数千名在线玩家分享游戏《Sound Shapes》(2012)中的音乐创作等活动也变得越来越普遍。Kiri Miller的《Playing Along: Digital Games, YouTube, and Virtual Performance》是一部及时且重要的作品,它处理了当前数字文化中音乐,表演和游戏的复杂混合的多个方面。这本书以一系列相关的例子为特色,并在当代和传统休闲实践之间建立了重要的联系。作者自己在这一领域的研究结果——包括对玩家的采访、人种学的田野调查和对所涉及的游戏和实践的第一手实验——在三个部分中进行了详细的描述,并根据案例研究或实践进行了研究。第1部分分析了非常受欢迎且备受争议的单机游戏《侠盗猎车手:圣安地列斯》(2004),在这款游戏中,音乐不仅在设定游戏玩法基调方面发挥着不可或缺的作用,而且在玩家自己的游戏内部身份表现和角色扮演体验中也发挥着不可或缺的作用。第二部分主要关注音乐表演游戏《吉他英雄》(2005)和《摇滚乐队》(2007),并深入探讨这些游戏可能引发的一些令人不安的问题,如真实性(玩音乐)和消费主义(玩音乐)。最后,第3部分考虑了通过YouTube和其他社交媒体学习和教授休闲活动的一些方式,以及如何越来越多地使用这些工具来建立新的、以休闲为基础的实践社区。Playing Along还附带了一个配套网站,该网站提供了一系列对球员的采访和书中讨论的在线视频的音频和视频剪辑。为了帮助读者驾驭这些有时令人生畏的多样化主题,米勒在书的一开始就提供了一个雄辩而有根据的理论框架。米勒在引言一章中提出的概念和问题不仅提供了一种有用的方式来描绘和理解第1至3部分的研究,而且还帮助建立了米勒在她的研究和本书本身中采用的跨学科方法。…
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来源期刊
American Journal of Play
American Journal of Play SOCIAL SCIENCES, INTERDISCIPLINARY-
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