Games and Culture最新文献

筛选
英文 中文
Educational Games of Museums: A Literature Review 博物馆的教育游戏:文献综述
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-08-07 DOI: 10.1177/15554120241270058
Jingwen Zhang, Tong Zhu, Xinyi Chang
{"title":"Educational Games of Museums: A Literature Review","authors":"Jingwen Zhang, Tong Zhu, Xinyi Chang","doi":"10.1177/15554120241270058","DOIUrl":"https://doi.org/10.1177/15554120241270058","url":null,"abstract":"On the basis of theoretical verification and case support of gamified learning effects, educational games have been widely valued by museum education providers for their advantages in enhancing users’ intrinsic motivation, building interactive experiences, and creating social situations. This paper attempts to analyze the learning theories, game elements, and positive effects of specific educational games by conducting an integrated review of the current museum educational game literature in academia and selecting 24 thematic papers from the period 2017–2022. Based on the literature review, it is hoped that the advantages and limitations of current museum educational games can be illustrated to a certain extent, and the value of the games for education and enjoyment can be explored and utilized to provide reference for the design and development and continuous optimization of future museum educational games and promote the further deepening of museum educational functions.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141946750","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023) 我玩,所以我思考:Remedy Entertainment 的《艾伦-威克 2》中的程序哲学 (2023)
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-07-21 DOI: 10.1177/15554120241265775
Atėnė Mendelytė
{"title":"I Play, Therefore I Think: Procedural Philosophy in Remedy Entertainment's Alan Wake 2 (2023)","authors":"Atėnė Mendelytė","doi":"10.1177/15554120241265775","DOIUrl":"https://doi.org/10.1177/15554120241265775","url":null,"abstract":"Regarding video games as loci of philosophical thinking, not simply illustrations of preexisting philosophical concepts and positions, is far too rare in gamic thought studies. Yet due to the conceptually complex nature of the critically acclaimed Alan Wake 2 (Remedy Entertainment, 2023) such a perspective becomes necessary in order to fully understand the philosophical, gamic, and aesthetic complexity of the game. Subsequently, this article argues that the game performs what is termed “procedural philosophy” as it involves adapting a position of radical skepticism and questioning the essential ontological categories of both the gamic and the nongamic reality. As the analysis shows, Alan Wake 2 develops a philosophical conceptualization of reality which results in the formation of “obscure ideas,” related to a gamic flattening of ontology.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141742955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary 表演、游戏与旧神:论本体论重构与虚构/真实界限
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-07-21 DOI: 10.1177/15554120241263652
Agata Waszkiewicz
{"title":"The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary","authors":"Agata Waszkiewicz","doi":"10.1177/15554120241263652","DOIUrl":"https://doi.org/10.1177/15554120241263652","url":null,"abstract":"The recent decade brought increasing interest in metareferentiality in video games. The article builds upon the body of research regarding metaleptic transgression in games by discussing examples of specific occurrences in which a text or a character seemingly escapes from within the boundaries of their primary, fictional world in a way that resembles ontological metalepsis. Acknowledging that such transgression is impossible, the article proposes that discussed examples might not be examples of metalepsis but rather ontological reframing, a cognitive shift in perception. The case studies come from games by Daniel Mullins and Sam Lake.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141742803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry 解决游戏中的毒性和极端主义问题:与电子游戏行业对话
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-07-21 DOI: 10.1177/15554120241265139
Elizabeth D. Kilmer, Zeynep Aslan, Rachel Kowert
{"title":"Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry","authors":"Elizabeth D. Kilmer, Zeynep Aslan, Rachel Kowert","doi":"10.1177/15554120241265139","DOIUrl":"https://doi.org/10.1177/15554120241265139","url":null,"abstract":"There has been an increased focus on reducing hate, harassment, and extremist exploitation in digital games through solutions from community management, trust and safety, and design perspectives. Despite this attention, the industry lacks basic standards around these issues and efforts in this area are stymied by the ubiquity of “toxic gamer culture” and fears in the industry about discussing extremism and hate within games. Today, a patchwork of strategies and tools exist. In this study, focus groups with industry professionals were conducted to increase understanding of industry professional's perceptions of these problems and solutions. Several primary themes regarding solutions emerged: game and social system design strategies, moderation and player report strategies, and wish list solutions.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141742956","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
From the Ontology of Video Games to the Epistemology of Digital Movements. Towards a Semiotics of Virtual Practices 从电子游戏本体论到数字运动认识论。走向虚拟实践的符号学
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-07-21 DOI: 10.1177/15554120241263630
Enzo D’Armenio
{"title":"From the Ontology of Video Games to the Epistemology of Digital Movements. Towards a Semiotics of Virtual Practices","authors":"Enzo D’Armenio","doi":"10.1177/15554120241263630","DOIUrl":"https://doi.org/10.1177/15554120241263630","url":null,"abstract":"In this paper, we intend to construct an original integration between the ontology and hermeneutics of video games proposed in the field of game studies and the post-structuralist approach of contemporary semiotics. The aim is to propose a new epistemology of video game and virtual reality experiences grounded in the concept of movement. These media will be reconceptualized as image-movements: expressive systems that rely on the interrelation of two sets of qualities, visual qualities and kinetic qualities. First, we will perform an integration between the concept of ergodic literature developed in the field of game studies and recent developments as regards a semiotics of practices. Starting from this general convergence, we will rely on the meta-ontology of video games proposed by Espen Aarseth and Paweł Grabarczyk to build a theory capable of integrating as many dimensions as possible around a kinetic explanatory core.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141742957","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames 模拟仿真与印第安战争:通过棋盘战争游戏认识他人
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-06-13 DOI: 10.1177/15554120241261513
Jan Gonzalo-Iglesia
{"title":"Analog Simulation and the Indian Wars: Encountering the Other Through Board Wargames","authors":"Jan Gonzalo-Iglesia","doi":"10.1177/15554120241261513","DOIUrl":"https://doi.org/10.1177/15554120241261513","url":null,"abstract":"Combining a historical perspective and game studies and using information from the BoardGameGeek online database, we analyze how board wargames simulate the Indian wars and represent Native North Americans. Based on 125 games published between 1960 and 2023, first, we identified the main historical moments reproduced, followed by an iconographic and formal analysis of these games. The conclusions reveal that, like other cultural products (novels, films, or video games), the focus is on the mythical founding moments of the history of the United States, mainly the late 19th-century war on the prairies and conflicts between European powers to gain control of the continent. Despite everything, it is observed that board wargames do not avoid traumatic themes such as raids on settlements and that in recent years there have been dynamics that offer new themes and perspectives dealing with the subject.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141345991","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Auteur Theory and Minor Literature: Meg Jayanth as a Game Auteur 作者理论与小众文学:作为游戏作者的梅格-杰扬斯
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-06-04 DOI: 10.1177/15554120241257007
Filip Jankowski
{"title":"Auteur Theory and Minor Literature: Meg Jayanth as a Game Auteur","authors":"Filip Jankowski","doi":"10.1177/15554120241257007","DOIUrl":"https://doi.org/10.1177/15554120241257007","url":null,"abstract":"The auteur theory, when applied to collaborative pieces like digital games, has faced criticism. This article aims to explore the feasibility of reviving the auteur theory by illustrating the work of screenwriter Meg Jayanth as a case study. Assuming that symbolic authorship can be identified through recurrent themes, distinctive game mechanics, and recognizable authorial signatures, Jayanth can be considered an auteur, despite frequently performing supportive roles for more prominent designers and directors. Jayanth's contributions, classified per Deleuze and Guattari as minor literature, encompass critiques of colonialism, advocacies for environmental consciousness, distinctive game mechanics associated with her name, and cameos. The article advocates for the revitalization of auteur theory studies to facilitate progressive dialogues on individuals whose contributions have been overshadowed in the discourse surrounding digital games.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141387072","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Twitch's Second Phase of Development: Analyzing Streamer Profiles and Content Trends That Boost Its Evolution into a Mass Media Twitch 的第二发展阶段:分析推动其向大众媒体发展的流媒体用户和内容趋势
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-05-24 DOI: 10.1177/15554120241257030
José Gamir-Ríos, Lorena Cano-Orón, David García-Casas
{"title":"Twitch's Second Phase of Development: Analyzing Streamer Profiles and Content Trends That Boost Its Evolution into a Mass Media","authors":"José Gamir-Ríos, Lorena Cano-Orón, David García-Casas","doi":"10.1177/15554120241257030","DOIUrl":"https://doi.org/10.1177/15554120241257030","url":null,"abstract":"Twitch is one of the leading platforms for live streaming audiovisual content, with a broad audience among the Gen Z population. Its growth in recent years has solidified a large Spanish-speaking streamer community that goes beyond gaming or eSports. The objective of this research is to conduct a comprehensive analysis of the activity of the most popular Spanish-language channels on Twitch, the demographic profiles of their streamers, and their trajectories in content creation. Additionally, we study the production, formats, advertising funding, and the relationship with followers during broadcasts categorized as In Real Life. We apply a quantitative analysis to 250 channels and a content analysis to 84 h of video. The results show that streamers, mostly millennial men who migrated from other communicative fields, have diversified the content and genres of their streams while professionalizing their production and monetizing their activity by establishing a close relationship with the audience.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-05-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141100854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Just Fun and Games? A Sociological Consideration of Fun in Video Games 只是娱乐和游戏?对电子游戏中乐趣的社会学思考
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-05-22 DOI: 10.1177/15554120241254876
Garry Crawford, Tom Brock
{"title":"Just Fun and Games? A Sociological Consideration of Fun in Video Games","authors":"Garry Crawford, Tom Brock","doi":"10.1177/15554120241254876","DOIUrl":"https://doi.org/10.1177/15554120241254876","url":null,"abstract":"The concept of “fun” is widely used within the game design and game studies literature, and is frequently highlighted as a key component of good game design, as well as a key factor in why people play games. However, it is a term rarely unpacked, and fun in video games remains relatively underresearched, certainly in comparison to other associated terms such as “play.” This article therefore provides a much-needed sociological exploration of a term at the center of games design and studies, and moreover, argues, that doing so allows us to explore a range of important and related topics, such as the changing relationship between work and leisure and the blurring of fun and no-fun boundaries, as well as enabling us to delineate between often interchangeably used terms, such as happiness, enjoyment, and pleasure.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-05-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141111805","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Development of Video Game Representations of the Middle East 电子游戏表现中东的发展历程
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-05-20 DOI: 10.1177/15554120241255425
Ahmed Al-Rawi
{"title":"The Development of Video Game Representations of the Middle East","authors":"Ahmed Al-Rawi","doi":"10.1177/15554120241255425","DOIUrl":"https://doi.org/10.1177/15554120241255425","url":null,"abstract":"This article critically explores the historical representation of the Middle East in video games until 2002 and following the 9/11 event. Using thematic analysis, we identify four main themes and discuss how this representation shifts with time, offering a brief overview of the broader context. I argue that there is a clear association between political developments and this western representation, for we can clearly observe changes from the romantic, exotic, and orientalist views of the region and Arab and Muslim figure shown within the realms of the Arabian Nights theme to a more militant figure and dangerous place due to featuring armed conflict in the Middle East such as the first Gulf War. Though not included in the discussion, 9/11 introduced a more negative and Islamophobic representation that is associated with Islamist terrorism, and it marks the latest development in these themes.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141120690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信