情境化游戏素养:一种理解基于游戏的学习环境的跨历史方法

B. Marklund, Rebecca Rouse, Lissa Holloway-Attaway
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引用次数: 1

摘要

在所有媒体上“阅读”不同类型文本的本质,从根本上取决于“识字”的概念。识字的概念在媒体研究中得到了很好的确立——从书籍、电影、视觉、表演和互动艺术——因此它具有广泛的适用性。所有形式的媒体都构成了一种符号学环境,在这种环境中,能指和符码意味着不同的东西,这取决于形式的独特语言以及个体参与者或“读者”接近它们的背景和方式。在数字游戏研究领域,读写能力通常被定义为一个狭义的概念,指的是识别能力,并以高度自信的态度与游戏组件互动的能力。这种对能力的关注在某种程度上是可以理解的:游戏作为一种媒介的独特之处在于它的互动性,因此能够互动就等同于“精通游戏”。然而,在本文中,我们将描述游戏中的素养如何受益于更微妙的、跨历史的互动性观点,并提供来自游戏之外的许多媒体的例子,以证明互动素养既不是新颖的,也不是游戏媒体所独有的。理解这段丰富的历史将为游戏学者在讨论游戏素养和媒体交互性概念时提供更广泛的参考文献基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Contextualizing Game Literacy: A transhistorical approach to understanding Game-Based Learning environments
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the concept of ‘literacy’. The concept of literacy is well established in media studies–from books, to film, and visual, performing and interactive arts–and as such it has a wide range of applicability. All forms of media constitute a semiotic milieu in which signifiers and codes mean different things depending on the form's unique language and the contexts and manner in which individual participants, or “readers”, approach them. In the field of digital games research, literacy is commonly defined as a narrower concept that refers to the ability to identify affordances and interact with game components with a high degree of confidence. This focus on capability is understandable to a degree: the unique aspect of games as a medium is often considered to specifically be its interactability, and thus being able to interact becomes synonymous with being ‘game literate’. In this paper, however, we will both describe how literacy in games would benefit from a more nuanced, transhistorical view of interactability, as well as provide examples from many kinds of media beyond games to demonstrate that interaction literacy is neither novel nor unique to the medium of games. Understanding this rich history would provide a broader foundation of referential literature for game scholars to use when discussing the concept of game literacy and the interactability of media in general.
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