Games and Culture最新文献

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The Rise of Gaming Nations 游戏国家的崛起
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-08-19 DOI: 10.1177/15554120241273428
Leonardo Synmbios
{"title":"The Rise of Gaming Nations","authors":"Leonardo Synmbios","doi":"10.1177/15554120241273428","DOIUrl":"https://doi.org/10.1177/15554120241273428","url":null,"abstract":"The article illuminates a paradigm shift in the digital landscape, where blockchain technology, Web 3.0, and gaming communities converge to redefine socio-economic dynamics. By examining the emergence of “Gaming Nations,” this article explores how virtual environments have transcended mere leisure, evolving into thriving economic ecosystems. Through case studies, including the transformative impact of Yield Guild Games during the COVID-19 crisis, the article demonstrates how guilds, traditionally formed for gameplay, are becoming veritable businesses. The integration of blockchain assets, particularly Non-Fungible Tokens, as essential elements of gameplay, blurs the boundaries between digital recreation and traditional economic activities. By envisioning a future where digital homes hold equivalent significance to physical residences, the article provokes contemplation on the changing landscape of human interaction and productivity. This comprehensive analysis offers a forward-looking perspective on the potential socio-cultural and economic impacts of this burgeoning phenomenon at the intersection of gaming, blockchain, and Web 3.0 technologies.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142184702","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
“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":null,"pages":null},"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":null,"pages":null},"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":null,"pages":null},"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":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
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