Games and Culture最新文献

筛选
英文 中文
“Take the Keys to the Happy Hob Hotel”: Live-Streaming, Yingyeo Culture, and Affective Support "拿着钥匙去快乐锄头酒店":直播、映客文化和情感支持
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-08-16 DOI: 10.1177/15554120241273333
William Dunkel
{"title":"“Take the Keys to the Happy Hob Hotel”: Live-Streaming, Yingyeo Culture, and Affective Support","authors":"William Dunkel","doi":"10.1177/15554120241273333","DOIUrl":"https://doi.org/10.1177/15554120241273333","url":null,"abstract":"Material conditions under global neoliberalism have increased youth precarity, and live-streaming has emerged as a form of “gig work” for young people as they broadcast their lives and social activities onto digital platforms. Studies have demonstrated that live-streaming often acts as a site of exploitation by corporate interests and self-commodification via platform capitalism where streamers adjust their behavior to serve the interests of capital accumulation. This article examines a subgroup of game streamers, “challenge runners,” who impose rules to increase gameplay difficulty thereby pursuing excellence in “unproductive” actions that relieve neoliberal isolation—categorized by the Korean youth cultural practice of yingyeo. By examining two popular British and Korean Twitch.tv challenge runners, The Hob and Lynn respectively, their streams and fan interactions, I identify how—in response to conditions under global neoliberalism—youth create meaningful relief through pursuing “valueless” behavior and affective support.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"32 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142184704","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
Stochastic Process Approaches for Modeling of Games 游戏建模的随机过程方法
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-08-16 DOI: 10.1177/15554120241273405
Kandukuri Kumaraswamy
{"title":"Stochastic Process Approaches for Modeling of Games","authors":"Kandukuri Kumaraswamy","doi":"10.1177/15554120241273405","DOIUrl":"https://doi.org/10.1177/15554120241273405","url":null,"abstract":"The article detailed how stochastic process models are used to analyze game progression and included examples to illustrate the process. The issue was examined using the idea of a game; stochastic models were built, and transition matrix probabilities were estimated using the results obtained. As a result, win and loss can be used to indicate the states. The models that have been provided make it possible to identify and examine the interactions among the collection of system states. For the purpose of modeling events and computing transition probabilities between states, Markov chains and Hidden Markov Models are employed. The suggested frameworks enable the prediction of future states and allow for the differentiation of game phases of flow.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"53 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142184698","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
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis 关于在创业教育中使用电子游戏的研究分类法:系统文献综述与文本计量分析
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-08-16 DOI: 10.1177/15554120241273392
Esteban Crespo-Martinez, Salvador Bueno, M. Dolores Gallego
{"title":"Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis","authors":"Esteban Crespo-Martinez, Salvador Bueno, M. Dolores Gallego","doi":"10.1177/15554120241273392","DOIUrl":"https://doi.org/10.1177/15554120241273392","url":null,"abstract":"In the last decades, serious games, as a category of video games, have become a valuable tool in learning, demonstrating that it is possible to learn while playing. This work aims to identify a taxonomy of research in this domain, exploring serious games’ interactive and immersive aspects with educational and practical situations, which make them a powerful tool for entrepreneurship learning. For this purpose, the PRISMA method was used to complete a systematic literature review. In this regard, 1458 research studies were initially identified, from which 171 were considered eligible for a quantitative synthesis and only 65 for a meta-analysis. Consequently, the textometric analysis was performed with the IRAMUTEQ software. The analysis allowed the location of six clusters, summarizing the characteristics of a serious game that engages and motivates players in entrepreneurial education.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"143 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142184699","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
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":"10 1","pages":""},"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":"63 1","pages":""},"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":"96 1","pages":""},"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":"2010 1","pages":""},"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":"20 1","pages":""},"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
Don't Flip the Table Yet: A Framework for the Analysis of Visual and Cognitive Ergonomics in Board Games 先别翻桌子:棋盘游戏中的视觉和认知人体工学分析框架
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-05-01 DOI: 10.1177/15554120241248487
Marcello Passarelli, Michele Masini, Tommaso Francesco Piccinno, Alessandro Rizzi
{"title":"Don't Flip the Table Yet: A Framework for the Analysis of Visual and Cognitive Ergonomics in Board Games","authors":"Marcello Passarelli, Michele Masini, Tommaso Francesco Piccinno, Alessandro Rizzi","doi":"10.1177/15554120241248487","DOIUrl":"https://doi.org/10.1177/15554120241248487","url":null,"abstract":"Board games provide immersive and enjoyable experiences for players, but they can also pose usability challenges. This article presents a comprehensive framework for analyzing board game design, focusing on identifying the elements that make play inadvertently difficult or fatiguing. The proposed framework analyses board games as a user interface between the players and the board game mechanics, thereby focusing on the presentation aspects without altering the underlying rules. The intent is to preserve the deliberate design challenges that enhance gameplay while pinpointing the elements that affect the game experience negatively. We employ a methodology that begins with the observation of players’ behavioral cues to infer internal states such as cognitive or visual fatigue. These inferred states serve as a basis to identify problematic features in the game components or presentation. We illustrate the framework through a series of case studies, providing practical examples of the analysis process through an idiographic approach.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"45 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140837408","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
Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona 文化帝国主义与电子游戏本地化:启示录》案例研究角色
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-05-01 DOI: 10.1177/15554120241251523
William Helmke
{"title":"Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona","authors":"William Helmke","doi":"10.1177/15554120241251523","DOIUrl":"https://doi.org/10.1177/15554120241251523","url":null,"abstract":"With increasing focus on global markets for media, video game localization continues to be an essential process for the industry. However, video game localization only sometimes effectively handles the unique cultural elements of video games. In some cases, these localizations intentionally erase such elements to make the game more marketable or remove controversial content in an American cultural context. This article explores the localization of Megami Ibunroku Persona (retitled Revelations: Persona for its U.S. release) and considers how its localization changed various elements to convert the setting from a Japanese city to a U.S. one. Using a Neoformalism-inspired approach to game studies, I analyze playthroughs of both the original Japanese version and the U.S. localization, noting how changes erased cultural uniqueness in the original. Then, from the standpoint of cultural imperialism, I discuss how localization can function as a defense mechanism for limiting the cultural impact of imported media.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"21 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140837061","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