Journal of Gaming and Virtual Worlds最新文献

筛选
英文 中文
Cyberpunk 2077 and transgressive failure 《赛博朋克2077》和越界失败
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00049_1
Agata Zarzycka
{"title":"Cyberpunk 2077 and transgressive failure","authors":"Agata Zarzycka","doi":"10.1386/jgvw_00049_1","DOIUrl":"https://doi.org/10.1386/jgvw_00049_1","url":null,"abstract":"This article employs the logic of discursive transgression to address critical readings of CD Projekt Red’s Cyberpunk 2077 which argue for the game to be a genre failure. The narrative- and worldbuilding-focused criticism of the game, prominent in its reviews, can be seen\u0000 as fuelled by Cyberpunk 2077’s fallibility with regard to the functions of a literary formula and the interaction with the discursive expectations of the audience. By erasing, diminishing or mishandling themes central to current cultural and public debates, the game creates a\u0000 near future vision in which they are deprived of relevance. As the article argues, the negative reception of that vision results in a transgressive revelation of discursive premises which become consolidated upon the confrontation with their disappearance. Thus, the game’s genre failure\u0000 enables reflection on the significance of preconceptions in critical reception.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"39 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75524170","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Ghosts and mirrors: Devourment by the other in Cyberpunk 2077 《赛博朋克2077》中的幽灵与镜子:被对方吞噬
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00052_1
Michał Kłosiński
{"title":"Ghosts and mirrors: Devourment by the other in Cyberpunk 2077","authors":"Michał Kłosiński","doi":"10.1386/jgvw_00052_1","DOIUrl":"https://doi.org/10.1386/jgvw_00052_1","url":null,"abstract":"This article presents an analysis and interpretation of the Cyberpunk 2077 digital game in the perspective of contemporary reflection on cyberpunk as a cultural formation. The main hypothesis is that the game offers a narration that immerses players in the experience of psychosis\u0000 and the fear of otherness. The article focuses on the phenomenon of psychosis as a dominant element of the game narrative. Methodologically, the text is embedded within hermeneutics positioned at the intersection of literary, philosophical and game studies discourse. Clinical descriptions\u0000 and psychological works on the phenomenon of psychosis were used to ground this reflection. Critical reading of the narrativized fear of the other in Cyberpunk 2077 shows that the game nostalgically returns to the phobias projected by the cyberpunk cultural formation in the previous\u0000 century.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"5 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89046415","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The moon, the play and the end of history: A study of lunar temporality in Cyberpunk 2077 月球、戏剧和历史的终结:《赛博朋克2077》中月球时间性的研究
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00048_1
Joanna Kaniewska
{"title":"The moon, the play and the end of history: A study of lunar temporality in Cyberpunk 2077","authors":"Joanna Kaniewska","doi":"10.1386/jgvw_00048_1","DOIUrl":"https://doi.org/10.1386/jgvw_00048_1","url":null,"abstract":"This article aims to analyse the representation of the moon in the open-world action RPG Cyberpunk 2077, released by CD Projekt Red in 2020, and its influence on a experience of time during the play. A close reading of CD Projekt’s title suggests a non-mimetic, cinematic\u0000 and subjective approach to time in the game. Additionally, in Night City, the moon does not change its appearance and remains in its full phase almost until the end of the game. It serves as a bridge between the pre-designed narrative and the ludic interactions with the open world, creating\u0000 an experience unique to the medium of video games. It signalizes that the player and their avatar V have entered the diachronic, atemporal space. At the same time, the lunar temporality can be read as an emanation of cyberpunk’s frozenness-in-time and its embrace of the neo-liberal version\u0000 of the end of history.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"14 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89831834","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
An explorer’s journal for machines: Exploring the case of Cyberpunk 2077 机器探索者的日志:探索《赛博朋克2077》的案例
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00054_1
Marcello A. Gómez-Maureira, I. Kniestedt, Giulio Barbero, Hainan Yu, M. Preuss
{"title":"An explorer’s journal for machines: Exploring the case of Cyberpunk 2077","authors":"Marcello A. Gómez-Maureira, I. Kniestedt, Giulio Barbero, Hainan Yu, M. Preuss","doi":"10.1386/jgvw_00054_1","DOIUrl":"https://doi.org/10.1386/jgvw_00054_1","url":null,"abstract":"With increasing technological capabilities, video games provide ever more expansive virtual worlds for players to explore. Designers employ various mechanics and level design principles to encourage such exploration. However, what motivates people to explore in virtual environments,\u0000 and which approaches are successful, is not yet clearly established. Methods for measuring player experience often take place retroactively after a play session, relying on recall, and are thus prone to missing less salient events and their motivations. Journaling events as they occur allow\u0000 promises to be a suitable method of collecting data, but presents a challenge in aggregating data points due to their freeform nature. This makes it difficult to identify overarching patterns of exploration behaviour. We present an exploratory study in devising a journaling protocol for gathering\u0000 information during gameplay sessions, focused on documenting moments of exploration in a manner that balances ease of data capture and data evaluation. We describe our efforts in prototyping this journaling method and how we used it to analyse Cyberpunk 2077 and several other game designs.\u0000 Our results show that exploration occurs in a pattern of event → expectation → resolution. The motivation to explore depends on the expectations that a game raises through its marketing and design. At the same time, exploratory behaviour going unrewarded by the game quickly reduces\u0000 the desire to explore. When recording instances of exploration, the addition of emotion words is essential in order to properly contextualize the information. This article lays the foundation for documenting exploration in games, as well as other emotional or behavioural constructs that require\u0000 in-the-moment data collection.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"196 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75529084","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
On the pseudo-open world and ludotopian dissonance: A curious case of Cyberpunk 2077 论伪开放世界和虚幻乌托邦的不和谐:《赛博朋克2077》的奇特案例
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2022-04-01 DOI: 10.1386/jgvw_00051_1
Krzysztof M. Maj
{"title":"On the pseudo-open world and ludotopian dissonance: A curious case of Cyberpunk 2077","authors":"Krzysztof M. Maj","doi":"10.1386/jgvw_00051_1","DOIUrl":"https://doi.org/10.1386/jgvw_00051_1","url":null,"abstract":"The article proposes and discusses the term of ‘ludotopian dissonance’ in reference to flawed open-world design in computer role-playing games (cRPGs). Much like ludonarrative dissonance, this concept shall address a paradox of narrative credibility ‐ this time, however,\u0000 narrowed to the gameworld itself rather than to gameplay or storyline. This case study of Cyberpunk 2077’s world-building is supplemented with reflection upon the idea of openness or ‘openworldlness’ (‘what makes a given imaginary world truly open? Is it possible?\u0000 Or is it viable for video games?’), as well as with research on explorable imaginary worlds (predominantly from the angle of transmedial narratology and interdisciplinary world-building studies). The aim of the article is to reiterate the necessity of design worlds that do not only serve\u0000 as a container for storytelling, but also provide the players with an inhabitable, performative ludotopia which does not produce any dissonances between the credible storyworld and incredulous gameworld.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"5 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73093027","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Gamification and social comparison processes in electronic brainstorming 电子头脑风暴中的游戏化和社会比较过程
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00042_1
Jérôme Guegan, S. Buisine, J. Nelson, F. Vernier
{"title":"Gamification and social comparison processes in electronic brainstorming","authors":"Jérôme Guegan, S. Buisine, J. Nelson, F. Vernier","doi":"10.1386/jgvw_00042_1","DOIUrl":"https://doi.org/10.1386/jgvw_00042_1","url":null,"abstract":"Gamification can be seen as the intentional use of game design elements in non-game tasks, in order to produce psychological outcomes likely to influence behaviour and/or performance. In this respect, we hypothesize that gamification would produce measurable effects on user performance, that this positive impact would be mediated by specific motivational and attentional processes such as flow and that gamification would moderate the social comparison process. In three experimental studies, we examine the effects of gamified electronic brainstorming interfaces on fluency, uniqueness and flow. The first study mainly focuses on time pressure, the second on performance standard and the third one introduces social comparison. The results highlight some effects of the gamified conditions on brainstorming performance, but no or negative effects on flow. All three studies are congruent in that gamification did not occur as a psychological process, which questions popular design trends observed in a number of sectors.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"41 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88177883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Game Production Studies, Olli Sotamaa and Jan Švelch (eds) (2021) 《游戏制作研究》,Olli Sotamaa和Jan Švelch(编辑)
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00046_5
James Shelton
{"title":"Game Production Studies, Olli Sotamaa and Jan Švelch (eds) (2021)","authors":"James Shelton","doi":"10.1386/jgvw_00046_5","DOIUrl":"https://doi.org/10.1386/jgvw_00046_5","url":null,"abstract":"Review of: Game Production Studies, Olli Sotamaa and Jan Švelch (eds) (2021)\u0000Amsterdam: Amsterdam University Press, 356 pp.,\u0000ISBN 978-9-46372-543-9, e-book open access, h/bk, EU €109.00","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"63 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84786497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
War Games: Memory, Militarism and the Subject of Play, Philip Hammond and Holger Pötzsch (eds) (2020) 《战争游戏:记忆、军国主义和游戏主题》,菲利普·哈蒙德和霍尔格Pötzsch(编)(2020)
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00045_5
Patrick J. Lang
{"title":"War Games: Memory, Militarism and the Subject of Play, Philip Hammond and Holger Pötzsch (eds) (2020)","authors":"Patrick J. Lang","doi":"10.1386/jgvw_00045_5","DOIUrl":"https://doi.org/10.1386/jgvw_00045_5","url":null,"abstract":"Review of: War Games: Memory, Militarism and the Subject of Play, Philip Hammond and Holger Pötzsch (eds) (2020)\u0000New York: Bloomsbury Academic, 265 pp.,\u0000ISBN 978-1-50135-115-0, h/bk, USD $130.00","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"7 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81259623","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Cultivation play: Video games and the labour of character progression 培养游戏:电子游戏和角色发展的劳动
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00040_1
S. Anderson, Mark R. Johnson
{"title":"Cultivation play: Video games and the labour of character progression","authors":"S. Anderson, Mark R. Johnson","doi":"10.1386/jgvw_00040_1","DOIUrl":"https://doi.org/10.1386/jgvw_00040_1","url":null,"abstract":"In this article, we develop a theory of gameplay labour, acknowledging the paradigm of political economy yet grounded in game design and play, called ‘cultivation play’. In most understandings of game work, theorists traditionally explain digital labour in games as inherently difficult or manipulative. Instead, we propose a theory that explains how gameplay work can be organized around a design heuristic – character progression – that is rewarding, given the objectives and interests of different kinds of players. We explicate our theoretical intervention through an analysis of four games: Stardew Valley, Grand Theft Auto V, The Witcher 2 and The Witcher 3. We specifically examine upgrade paths, what we call character progression tasks, wherein levelling up, progressing, gaining in-game skills and working towards goals operate to create an environment of gameplay work that players may find engaging.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"10 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90312711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The moral economy of user-created content in the digital game industry 数字游戏产业中用户创造内容的道德经济
IF 0.4
Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00043_1
Daniel Nielsen, Alessandro Nanì
{"title":"The moral economy of user-created content in the digital game industry","authors":"Daniel Nielsen, Alessandro Nanì","doi":"10.1386/jgvw_00043_1","DOIUrl":"https://doi.org/10.1386/jgvw_00043_1","url":null,"abstract":"Modders, as people adding modifications or suggesting those to original creations, have been a source of free labour in the digital game industry. Their contributions have been at the root of many controversies. As such, corporations have adopted either hostile or friendly attitudes towards the practice of modding, which is reflected in how corporations try to facilitate or limit modders’ agency to create user-created content. This article explores the perspective of players as creators, commonly referred to as modders, on corporate strategies to commodify their free labour. The empirical work consists of semi-structured interviews with modders associated with the website fora Nexusmods.com and ModDB.com. By adopting Sayer’s concept of moral economy, this study draws two conclusions: first, that modders exist within a participatory ecosystem comprised of the modder, the community and corporate actors, where all actors participate in a political-ideological negotiation on how modders ought to create digital game modifications; second, when analysing agency affordances, a moral economy of multiple actors with different norms, values and social codes constitutes a provision system of social dependency that is at risk of collapsing whenever there is outsider interference, as well as corporate attempts to incorporate modders into paid-mod systems.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"5 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82984002","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","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