{"title":"电子时代的游戏和玩家。分析成人和儿童使用电子游戏的工具","authors":"John LaFrance, L. Libbrecht","doi":"10.3406/RESO.1996.3316","DOIUrl":null,"url":null,"abstract":"Summary: This paper outlines the history of video games, from the Atari generation through Nintendo and Sega to interactive multimedia and hyper-reality. After considering a number of methodological questions, it suggests three different approaches for analysing the habits and behaviour of young players. It then discusses the new generation of adult games and the networks of virtual communities they have spawned on the Internet. The conclusion considers the influence of media games on other sectors of the culture industry.","PeriodicalId":213999,"journal":{"name":"Réseaux. The French journal of communication","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Games and players in the electronic age. Tools for analysing the use of video games by adults and children\",\"authors\":\"John LaFrance, L. Libbrecht\",\"doi\":\"10.3406/RESO.1996.3316\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Summary: This paper outlines the history of video games, from the Atari generation through Nintendo and Sega to interactive multimedia and hyper-reality. After considering a number of methodological questions, it suggests three different approaches for analysing the habits and behaviour of young players. It then discusses the new generation of adult games and the networks of virtual communities they have spawned on the Internet. The conclusion considers the influence of media games on other sectors of the culture industry.\",\"PeriodicalId\":213999,\"journal\":{\"name\":\"Réseaux. The French journal of communication\",\"volume\":\"27 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Réseaux. The French journal of communication\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3406/RESO.1996.3316\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Réseaux. The French journal of communication","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3406/RESO.1996.3316","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Games and players in the electronic age. Tools for analysing the use of video games by adults and children
Summary: This paper outlines the history of video games, from the Atari generation through Nintendo and Sega to interactive multimedia and hyper-reality. After considering a number of methodological questions, it suggests three different approaches for analysing the habits and behaviour of young players. It then discusses the new generation of adult games and the networks of virtual communities they have spawned on the Internet. The conclusion considers the influence of media games on other sectors of the culture industry.