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Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives 玩家只是想要获得乐趣?享乐主义与享乐主义博弈动机的探索性考察
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-26 DOI: 10.1177/15554120231182498
Daniel Possler, R. Daneels, N. Bowman
{"title":"Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives","authors":"Daniel Possler, R. Daneels, N. Bowman","doi":"10.1177/15554120231182498","DOIUrl":"https://doi.org/10.1177/15554120231182498","url":null,"abstract":"Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being moved. Yet, it is unclear whether players turn to games to have such eudaimonic experiences. Hence, the present study explored potential eudaimonic gaming motives in an online survey among fans ( N = 894) of five yet-to-be-released games. Specifically, it was examined whether eudaimonic motives, derived from gaming research and scholarship in positive psychology, complement an existing scale measuring gaming motives. Exploratory and confirmatory factor analysis (split-half method) demonstrated that “Eudaimonia” represents a distinct reason to play—alongside the well-known motives of “Absorption” and “Social Interaction.” Moreover, the Eudaimonia motive for using the five games was positively related to general eudaimonic orientations in life and trait-like eudaimonic game preferences. The results suggest that digital gaming may also be eudaimonically motivated.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89978654","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
“How is it that Someone Like You: paragon, Damn Near Saint; Could Love this World so Damn Much but No One in It?”: Horizon Zero Dawn's Aloy and the Disruption of Hetero-Amatonormative Benevolent Sexism in Female-led Games “为什么像你这样的人:典范,近乎圣人;你能如此爱这个世界却没有人吗?:《地平线:零之黎明》的忠诚以及女性主导游戏中异性恋-非正统的仁慈性别歧视的破坏
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-24 DOI: 10.1177/15554120231179511
M. Allen
{"title":"“How is it that Someone Like You: paragon, Damn Near Saint; Could Love this World so Damn Much but No One in It?”: Horizon Zero Dawn's Aloy and the Disruption of Hetero-Amatonormative Benevolent Sexism in Female-led Games","authors":"M. Allen","doi":"10.1177/15554120231179511","DOIUrl":"https://doi.org/10.1177/15554120231179511","url":null,"abstract":"While recent data from the Entertainment Software Association indicates there is close to a 50/50 split in gender identification of gamers between men and women, the environment created by stereotypical depictions of women in games as well as negative community interactions continue creating a hostile environment for women who identify as gamers. Since the 2010s, the presence of female playable characters in major studio games began to appear with polarized reception. Horizon Zero Dawn (2017) and Horizon Forbidden West (2022) require players to assume the role of Aloy, a female machine hunter and outcast without a male playable character option. Using Glick and Fiske’s concept of benevolent sexism and the three frames outlined in Schröter and Thon’s video game narrative analysis framework (narrative, ludic, and social), Aloy's narrative was analyzed to highlight how it disrupts amatonormative benevolent sexism in female-led games.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72514794","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
Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game 变种人和僵尸无处不在!《恶棍、暴力和自私:后世界末日电子游戏中的人性问题
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-22 DOI: 10.1177/15554120231182802
Philly Wintle
{"title":"Mutants and Zombies Everywhere! Or Villains, Violence, and Selfishness: Questions of Humanity in the Post-apocalyptic (Pandemic) Video Game","authors":"Philly Wintle","doi":"10.1177/15554120231182802","DOIUrl":"https://doi.org/10.1177/15554120231182802","url":null,"abstract":"The post-apocalyptic environment has been popular in video games for many decades—from nuclear fallout to alien invasions, there is a fascination with the decline of mankind. This article looks, in light of the Covid-19 outbreak, at the depiction of failing and inhuman worlds in video games about pandemics. The environments in games such as Bioshock (2007), Left 4 Dead (2008, 2009), and The Last of Us (2013), are unflinchingly cruel, often depicting humans (and the player) as selfish entities seeking only self-survival. These environments are destructively violent, and, although the player is often surrounded by ‘mutants', these worlds are also oppressively lonely. This article looks at the fears reflected in pre-Covid-19 pandemic video games and what they say about our world, offering a retrospective view now we are living through a global pandemic perhaps not so different from those found in these games.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78726151","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: 1
Esports Cannot Defeat Homophobia With Capitalism 电子竞技不能用资本主义战胜同性恋恐惧症
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-18 DOI: 10.1177/15554120231181462
Samantha Close
{"title":"Esports Cannot Defeat Homophobia With Capitalism","authors":"Samantha Close","doi":"10.1177/15554120231181462","DOIUrl":"https://doi.org/10.1177/15554120231181462","url":null,"abstract":"Esports, competitive video gaming, is an emerging media industry looking to legitimize itself on the global stage. Part of its efforts include addressing a culture widely perceived as toxic. Toxic gamer culture claims hegemonic masculinity by degrading any seen as feminine, such as women and queer men; while this problem is endemic to gaming, it is particularly virulent in esports due to its struggles to be recognized as a “real” sport. The methods esports authorities have deployed to combat patriarchal homophobia, however, are insufficient. They share much with an anti-queer respectability politics that reinscribes the market as the ultimate cultural authority. An alternative approach would be one based on the principles of transformative justice, which emphasizes the humanity of both perpetrators and victims while demanding perpetrators take responsibility for the harm they cause. Transformative justice has already proved viable in game live-streaming, as seen by AnyKey's GLHF initiative.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82261183","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
Playing with Character: A Framework of Characterization in Video Games 玩角色:电子游戏中的人物塑造框架
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-08 DOI: 10.1177/15554120231179496
Alexander Vandewalle, S. Malliet, K. Demoen
{"title":"Playing with Character: A Framework of Characterization in Video Games","authors":"Alexander Vandewalle, S. Malliet, K. Demoen","doi":"10.1177/15554120231179496","DOIUrl":"https://doi.org/10.1177/15554120231179496","url":null,"abstract":"Characterization refers to the process of attributing character traits to narrative entities called ‘characters'. While there is a long tradition of characterization theory in literary studies, the topic has not been examined extensively in game research. Based on insights from literary, film, and game studies, this article creates a theoretical model of how ‘character,' or character traits, can be attributed in video games, and offers a methodological vocabulary for further character(ization) research. First, this paper synthesizes the tradition of characterization research in literary studies. Second, it identifies three participants in video game characterization (developers, actors, and players) and introduces the concept of ergodic characterization to describe those instances in which players produce nontrivial characterization efforts. Finally, the framework itself is presented through application to various game titles, and several answers to methodological problems within game characterization analysis are suggested.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90000376","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
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth 设置游戏议程:回顾关于电子游戏和性与性别多样化青年心理健康的新兴文献
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-08 DOI: 10.1177/15554120231178883
Dane Marco Di Cesare, Shelley L. Craig, Ashley S. Brooks, Kaitrin Doll
{"title":"Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth","authors":"Dane Marco Di Cesare, Shelley L. Craig, Ashley S. Brooks, Kaitrin Doll","doi":"10.1177/15554120231178883","DOIUrl":"https://doi.org/10.1177/15554120231178883","url":null,"abstract":"Video gaming is a popular youth pastime that has prompted scholarship into its relationship with psychological well-being. However, sexual and gender diverse youth (SGDY) who play video games are largely overlooked in this research. SGDY experience significant mental health challenges, but utilize coping strategies mediated by digital technologies, necessitating an examination of their video game playing and its effects on well-being. This literature review synthesizes the emerging evidence base by identifying key constructs related to SGDY well-being and video gaming. Five themes were derived from the literature: (a) SGDY identity development and self-expression in video games; (b) SGDY video gaming and coping skills; (c) Social support in SGDY video gaming communities; (d) SGDY digital microaggressions in video gaming; and (e) SGDY civic engagement through video gaming. The findings establish multiple risks and opportunities for harnessing video games to support SGDY's well-being. Recommendations for practice, research, and industry collaborations are presented.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83550123","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
It's Not Always About You: The Subject and Ecological Entanglement in Video Games 不总是关于你:电子游戏的主题和生态纠葛
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-04 DOI: 10.1177/15554120231179261
Nicky Heijmen, J. Vervoort
{"title":"It's Not Always About You: The Subject and Ecological Entanglement in Video Games","authors":"Nicky Heijmen, J. Vervoort","doi":"10.1177/15554120231179261","DOIUrl":"https://doi.org/10.1177/15554120231179261","url":null,"abstract":"In the face of a global ecological crisis, culturally dominant framings of subjective experience as separate from living ecologies are no longer sufficient. Games might offer ways to break down these divisions. Alenda Chang has proposed bringing game ecologies to life. To complement her position, in this paper, we aim to inspire game designers and researchers to explore ways in which video games can remodel the perceived player subject as a pathway to ecological entanglement. We investigate four strategies for decentering and deconstructing the subject. These are: (1) deconstructing the subject to foreground internal sources of entanglement; (2) dismantling, distorting, ignoring, and/or invading the visual perspective; (3) conceptual deconstruction and reframing of a sense of self; and (4) decentering the subject through shifting contexts. For each of these, we introduce relevant examples of narrative and gameplay design in existing video games and suggest steps for further development in each direction.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81180845","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
Geographical Aspects of Open-World Video Games 开放世界电子游戏的地理因素分析
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-04 DOI: 10.1177/15554120231178871
P. Fraile-Jurado
{"title":"Geographical Aspects of Open-World Video Games","authors":"P. Fraile-Jurado","doi":"10.1177/15554120231178871","DOIUrl":"https://doi.org/10.1177/15554120231178871","url":null,"abstract":"In recent years, open-world environments in video games have become increasingly popular and immersive. Millions of players are able to explore virtual landscapes that resemble the real world, yet significant differences exist. This study investigates the geographical accuracy of 15 open-world video games. The virtual landscapes in these games were analyzed for horizontal distance compression, increased slopes, idealized climate, simplified vegetation and water features, underpopulation, and spatial segregation of ethnic minorities. The findings show significant differences between the games in terms of their geographical accuracy, with some exhibiting a more realistic representation of the natural and cultural environment compared to others. This study sheds light on the relationship between virtual landscapes in video games and our perception of the real world, offering new insights into this rapidly growing field.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88524363","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
Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages 新闻游戏:大众媒体使用数字游戏来传达新闻信息
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-01 DOI: 10.1177/15554120221105461
S. Gómez-García, Teresa de la Hera Conde-Pumpido
{"title":"Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages","authors":"S. Gómez-García, Teresa de la Hera Conde-Pumpido","doi":"10.1177/15554120221105461","DOIUrl":"https://doi.org/10.1177/15554120221105461","url":null,"abstract":"This study explores the way mass-media outlets make use of digital games to convey journalistic messages. Newsgames have been defined by several scholars in the intersection between digital journalism and game studies. However, because of the heterogeneity of this phenomenon, there is still a lack of clarity of what could be considered, or not, a newsgame. This study aims to shed light into this question by exploring how newsgames are used in practice by journalists. We therefore approach the understanding of this phenomenon from a bottom-up perspective to give an answer to the following research question: How are journalistic messages structured within newsgames published by online mass-media outlets? A grounded theory approach is used to analyze 75 games published in a total of 47 mass-media digital outlets from 17 countries. The results of this study have led to the proposal of a more systematic identification and analytical approach for newsgames.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76263377","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: 3
Behind the Scenes at ApertureScience.com: Portal and Its Paratexts. ApertureScience.com的幕后:门户和它的文本。
IF 2.8 2区 文学
Games and Culture Pub Date : 2023-06-01 DOI: 10.1177/15554120221106927
Alan Galey
{"title":"Behind the Scenes at ApertureScience.com: <i>Portal</i> and Its Paratexts.","authors":"Alan Galey","doi":"10.1177/15554120221106927","DOIUrl":"https://doi.org/10.1177/15554120221106927","url":null,"abstract":"<p><p><i>Portal</i> (2007) presents an unusually complex example for the study of video game paratexts. This article uses the case of the game's promotional website ApertureScience.com to consider how paratextuality and the associated concepts of ephemerality and materiality may be further refined to open up new dimensions of video games as objects of interpretation and play. The article draws from the field of textual studies, which specializes in the particularities of media, and in the entanglement of technical detail with interpretation and meaning. The first part re-evaluates the nature of the book as an analogy for the materiality of video games, and critiques Gérard Genette's conception of bookish paratexts and its applicability to video games. The article then offers a detailed analysis of ApertureScience.com as a paratext, including its satirical critiques of positivism and corporate research, and concludes with a discussion of the materiality of digital paratexts.</p>","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ftp.ncbi.nlm.nih.gov/pub/pmc/oa_pdf/5e/9e/10.1177_15554120221106927.PMC10170568.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10645353","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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