Games and Culture最新文献

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Languages of Power, Languages of Protest: Exploring the Rhetorics of Game Maps 权力的语言,抗议的语言:探索游戏地图的修辞学
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-04-03 DOI: 10.1177/15554120241237303
Ben S. Bunting
{"title":"Languages of Power, Languages of Protest: Exploring the Rhetorics of Game Maps","authors":"Ben S. Bunting","doi":"10.1177/15554120241237303","DOIUrl":"https://doi.org/10.1177/15554120241237303","url":null,"abstract":"In his book The New Nature of Maps: Essays in the History of Cartography, J.B. Harley writes that “Maps are preeminently a language of power, not of protest.” Harley was writing about maps of the physical world, but most game maps also speak in “languages of power,” and for similar reasons; however, this is not always the case. In this paper, I discuss how and why Harley's rubric also applies to game maps. Ultimately, I highlight the unique value of the minority of video games that speak in “languages of protest,” thus allowing us to play – sometimes figuratively, and sometimes literally – with our traditional understanding of maps.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593628","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
Adaptation, Violence, and Storytelling in The Last of Us 最后的我们》中的改编、暴力和故事性
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-04-01 DOI: 10.1177/15554120241238771
Steve Spence
{"title":"Adaptation, Violence, and Storytelling in The Last of Us","authors":"Steve Spence","doi":"10.1177/15554120241238771","DOIUrl":"https://doi.org/10.1177/15554120241238771","url":null,"abstract":"A focus on the work of adaptation illuminates narrative innovations in Naughty Dog's PlayStation 3 game The Last of Us, its sequel, The Last of Us Part II, and the original game's transcoding as a nine-episode season of “quality television” by the American cable network Home Box Office (HBO). HBO's showrunners employed the distinct affordances of television to adapt core game themes regarding both ludic and real-life violence. Close comparisons with the game shed light on the wellsprings of the show's success, and they also highlight distinctive qualities of videogames as a storytelling medium. Naughty Dog's sequel also adapted the first game, using its complex, recursive narration to amend and complicate key moments from the original story. This narrative strategy reveals the influence of quality television, and it also enables the sequel to extend the first game's critique of violence's pleasures and their enabling justifications.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593631","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 Through the Pandemic: Gaming Usage as a Buffer During COVID-19 玩转大流行:在 COVID-19 期间使用游戏作为缓冲
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-04-01 DOI: 10.1177/15554120241236531
Dmitri Williams, Mingxuan Liu, Sukyoung Choi, Nicholas Bowman, Sonia Jawaid Shaikh
{"title":"Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19","authors":"Dmitri Williams, Mingxuan Liu, Sukyoung Choi, Nicholas Bowman, Sonia Jawaid Shaikh","doi":"10.1177/15554120241236531","DOIUrl":"https://doi.org/10.1177/15554120241236531","url":null,"abstract":"Amidst the disruptions of the COVID-19 pandemic, video games were used heavily, presumably to help cope with negative moods and social isolation. This study sought to understand the implications of such play on well-being within a particular sample. Drawing on uses and gratifications and self-determination theories, the study adopted a longitudinal perspective incorporating data from one game, both before and during the pandemic. Data included both repeated cross-sectional surveys as well as unobtrusive, within-game measures. Among players of a marginally social, large-scale, team-based vehicle combat game (World of Tanks), play time increased slightly while well-being was generally steady. Increases in play were associated with increases in competence, which in turn lead to higher well-being. The theoretical implications and generalizability of the findings are discussed.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593623","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
FORGE: A Framework for Organizing Rewards in Gamified Environments FORGE:游戏化环境中组织奖励的框架
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-04-01 DOI: 10.1177/15554120241241555
Rogerio de Leon Pereira, Olivier Tremblay-Savard
{"title":"FORGE: A Framework for Organizing Rewards in Gamified Environments","authors":"Rogerio de Leon Pereira, Olivier Tremblay-Savard","doi":"10.1177/15554120241241555","DOIUrl":"https://doi.org/10.1177/15554120241241555","url":null,"abstract":"Rewards are prevalent game design elements in gamified environments. Rewards are helpful tools to keep players engaged and encouraged to perform tasks. However, implementing a reward system from scratch in every gamified environment, such as citizen science games or educational applications, can be time-consuming. This article presents FORGE, a Framework for Organizing Rewards in Gamified Environments. FORGE is a free and open-source framework built to be easy to install, easy to integrate, flexible and customizable. It was designed to be used in a variety of different environments and scenarios, such as games, training software and interactive websites. The FORGE framework comes with two sample applications, a simple game concept and an educational web application, to demonstrate its capabilities and serve as an entry point for new adopters.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140602915","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
Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation 欲望与妄想:视频游戏(错误)中的巴西法维拉恋物癖
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-04-01 DOI: 10.1177/15554120241239365
Ricardo Martins
{"title":"Desire and Delusion: Fetish of Brazilian Favela in Videogame (Mis)representation","authors":"Ricardo Martins","doi":"10.1177/15554120241239365","DOIUrl":"https://doi.org/10.1177/15554120241239365","url":null,"abstract":"Video games have emerged as one of the most ubiquitous forms of media globally, exerting a considerable influence on our perceptions of other cultures. However, contemporary video games have perpetuated negative stereotypes about Brazilian favelas and their residents, prioritizing aesthetics and themes that fetishize poverty, precarity, and violence. This essay critically examines the (mis)representations of Brazilian favelas in video games, exploring their far-reaching implications for global perceptions of favelas and their residents, and their role in perpetuating negative stereotypes.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140593530","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
Disco Pinball: Declining Games and Depression in Disco Elysium 迪斯科弹球迪斯科极乐世界中日渐式微的游戏和抑郁症
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-03-20 DOI: 10.1177/15554120241240018
Ryan Banfi
{"title":"Disco Pinball: Declining Games and Depression in Disco Elysium","authors":"Ryan Banfi","doi":"10.1177/15554120241240018","DOIUrl":"https://doi.org/10.1177/15554120241240018","url":null,"abstract":"This essay examines the influence of the pinball industry's late twentieth-century decline on Disco Elysium's (ZA/UM, 2019) narrative. Reference points to pinball must be sought out in Disco Elysium as they are hidden, but once found they implore the player to consider the downfall of games. Gleaning from academic work on ZA/UM's text, archival research, pinball history, and by using formal narrative analysis this paper explains how the downturn of the pinball industry conveys Disco Elysium's political strife—namely capitalism's detrimental influence on the fictional district of Martinaise.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140198685","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
Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding 桥婴与重建美国》:死亡搁浅》中的生殖商品化
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-03-20 DOI: 10.1177/15554120241240101
Audrey Michelle Curry
{"title":"Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding","authors":"Audrey Michelle Curry","doi":"10.1177/15554120241240101","DOIUrl":"https://doi.org/10.1177/15554120241240101","url":null,"abstract":"Hideo Kojima's 2019 video game Death Stranding has sold over 10 million copies since 2022. The game's plot features a post-apocalyptic United States where female bodies become commodities to produce babies, which the government utilizes as equipment to rebuild the country. The purpose of this paper is to analyze how the government's, the terrorists’, and the player character's words and actions reinforce or reject traditional patriarchal views about reproduction. I first establish a background in post-apocalyptic narratives by synthesizing themes from The Handmaid's Tale, The Road, and The Walking Dead. Using feminist post-structuralism, I analyze how reproductive commodification is prioritized over ethics by the government, rejected in favor of general destruction to the greater good by the terrorists, and is used only when absolutely necessary by the player character. I finally argue that commodification narratives are typical within post-apocalyptic narratives, are harmful, and have the potential to influence real-world politics.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140198729","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
Player Experience of Minimalist Video Game Design: Case Study of Indie Horror Iron Lung 极简主义电子游戏设计的玩家体验:独立恐怖游戏《铁肺》的案例研究
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-03-04 DOI: 10.1177/15554120241235437
Mienke Fouché
{"title":"Player Experience of Minimalist Video Game Design: Case Study of Indie Horror Iron Lung","authors":"Mienke Fouché","doi":"10.1177/15554120241235437","DOIUrl":"https://doi.org/10.1177/15554120241235437","url":null,"abstract":"Player experiences of minimalist video games are not well documented. This article addresses this gap by exploring players’ experiences of the minimalist horror video game Iron Lung. This game is identified as employing unique methods of gameplay toward affecting players. A case study design was framed using Caroux et al.’s player–video game interactions and Nealen et al.’s minimalist video game design characteristics and observed through affect theory to consider how bodies (video games) affect other bodies (players). A selection of player reviews was thematically analyzed, and three video streams were observed and analyzed. Results demonstrate that most players were affected as the developer intended using obfuscation, deliberately clumsy mechanics, and unique gameplay pacing. This article contributes to the field of minimalist design by filling the gap of player experiences of minimalist game design. This is useful to video game designers, minimalist designers, interactive experience designers, scenographers, or environmental design specialists.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140032940","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
Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets 形式约束与创造力:将 Game Jams、Dogma '95、Demo Scene、OuBaPo 和 Renga 诗人联系起来
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-03-04 DOI: 10.1177/15554120241233865
Gorm Lai, Ilaria Vecchi
{"title":"Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets","authors":"Gorm Lai, Ilaria Vecchi","doi":"10.1177/15554120241233865","DOIUrl":"https://doi.org/10.1177/15554120241233865","url":null,"abstract":"In a fast-paced world of ever-changing trends, connecting historical roots by linking new movements to existing traditions can be a challenge. Similarly to how Mary Flanagan’s book “Critical Play” situates and contextualizes play in history, we propose and start similar work on game jams. While we don’t have as much room for self-expression in a paper, we focus on two main contributions. The first is to link existing definitions of game jamming and creativity. Secondly, we show how game jams build upon existing traditions of co-creation—sharing and confronting ideas with peers by using formal constraints to fuel creativity and direct the process. To this end, we examine four historic movements—the Danish film movement Dogma ’95, creators of audio visual programs from the demo scene, OuBaPo a group of French comic book writers, and the Japanese renga poets—and relate them to game jams.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140032911","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 Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering "奇妙感":游戏资本与《魔法:收集》中的怀旧体验
IF 2.8 2区 文学
Games and Culture Pub Date : 2024-02-29 DOI: 10.1177/15554120241234399
Kyle W. Medlock
{"title":"“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering","authors":"Kyle W. Medlock","doi":"10.1177/15554120241234399","DOIUrl":"https://doi.org/10.1177/15554120241234399","url":null,"abstract":"Popular culture media is a potent wellspring of nostalgia. From remakes and revivifications to perpetual production, aesthetics of nostalgia are commonplace among fan communities who continually encounter and experience both collective and personal pasts during engagement. Existing research has overlooked the role that fans’ gaming capital holds in the emergence of nostalgia, especially in leisure communities such as the trading card game, Magic: The Gathering. Drawing from qualitative interviews with Magic: The Gathering players in Australia, this paper applies the theory of gaming capital to illustrate how the continual acquisition of knowledge ultimately results in nostalgic attachment to times in which one knew very little. While the experience and knowledge gained by transitioning from novice to adept is seen positively, this paper argues it is nonetheless permeated by a pervading sense of loss. Paradoxically, gaming capital bifurcates into a parallel stream of value, specifically nostalgia for lost wonder and inexperience.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2024-02-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140019596","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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