玩的解释学对游戏化的意义:虚拟和真实游戏化的限制

Kosti Joensuu, S. Ryynänen
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引用次数: 1

摘要

游戏和玩耍在日常生活中越来越重要。因此,需要从哲学和理论上考虑这些概念。本文使用现象学解释学来讨论游戏、玩法和游戏化;它还讨论了游戏化研究中游戏化平面的发展。它假设,通过从现象学的角度关注游戏的现象和生活体验,关于游戏化的学术讨论在本体论上变得更加有效。它提出了一种即将到来的实践干预,即玩虚拟游戏的案例研究的实证研究设计,以展示如何接近游戏的本质以及虚拟世界和现实世界的整合领域。因此,它可以为快速发展的游戏化和游戏业务干预领域提供有价值的信息。在此基础上,提出了一个更广泛的本体论概念,以克服玩家的主体化概念和游戏和玩的客体化概念。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Significance of the Hermeneutics of Play for Gamification: The Limits of Virtual and Real Gamification
Games and play are increasingly significant in everyday life. Thus, a philosophical and theoretical consideration of these concepts is needed. This article uses phenomenological hermeneutics to discuss games, play, and gamification; it also addresses the development of gamifying planes within gamification studies. It hypothesizes that the academic discussion of gamification becomes more valid, ontologically, by focusing on the phenomenon and lived experience of play and playing from a phenomenological perspective. It presents an upcoming practical intervention, an empirical research design of case study of playing a virtual game, to demonstrate how the essence of play and the integrated spheres of virtual and real worlds could be approached. Thus, it could provide valuable information that is needed in the fast-developing domain of interventions in gamification and the game-business. On the basis of this study's theoretical findings, a broader ontological notion is suggested to overcome the subjectifying notion of player and the objectifying notion of games and play.
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