建模游戏:重新铸造mmog的专业知识

Nicholas Taylor, S. Castell, J. Jenson, Megan Humphrey
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引用次数: 10

摘要

随着《魔兽世界》、《星战前夜》和《枫叶故事》等大型多人在线游戏(mmog)的日益流行,人们开始尝试定义和衡量在线游戏内部和跨在线游戏的玩家技能。除了针对精英玩家的细致人种学描述(游戏邦注:这些描述都是局部化和小规模的),迄今为止关于MMOG专业知识的研究要么使用一维变量,如游戏时间、游戏内头衔和成就,要么将这些因素结合起来。这些方法可能会掩盖许多复杂的考虑因素,例如玩家之前对游戏或类型的体验,他们与其他玩家的关系,以及特定游戏的有趣的易用性和局限性。与玩家自己用来衡量专业技能的标准和工具相比,它们也明显没有那么复杂。我们对在线游戏专业知识的研究受到Bruno Latour“跟随演员”的指导——在这种情况下,这对我们来说意味着要仔细关注玩家在他们每天/每晚的MMOG生活中的日常现实中如何描述和追求“专业知识”。通过对8个地点(包括大学实验室和公共局域网活动)的250名MMOG玩家进行多地点、混合方法研究,本文提出了一个识别和评估专业技能的模型,该模型能够更好地考虑到玩家自己所指导的“专家”游戏的多种形式、组成部分和表达。该模型将专业知识划分为四个相互关联的模式,每个模式都针对不同的能力集:投资、技能、话语和游戏知识。本文依次回顾了每种模式,将该模型框架为一种尝试,以保留以可量化和可测量的方式动员的定性驱动的、民族志的专业知识帐户的复杂性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Modeling play: re-casting expertise in MMOGs
With the increasing popularity of massively multiplayer online games (MMOGs) such as World of Warcraft, EVE Online, and Maple Story, attempts have been made to define and measure player expertise both within and across online games. Apart from nuanced ethnographic accounts of elite players, which are deliberately localized and small-scale, studies of MMOG expertise to date have either deployed one-dimensional variables such time spent playing and in-game titles and accomplishments, or a combination of the these. These approaches risk obscuring a host of complex considerations, such as players' prior experience with the game or genre, their relationships to other players, and the ludic affordances and limitations of specific games. And they are also significantly less sophisticated than the criteria and tools players themselves use to measure expertise. Our study of expertise in online games is guided by Bruno Latour's injunction to "follow the actors"---which for us in this case meant paying careful attention to how players themselves characterize and pursue `expertise' in the everyday realities of their everyday/everynight MMOG lives. Drawing from a multisite, mixed-methods study of 250 MMOG players in 8 sites (both university laboratory and public LAN events), this paper proposes a model for identifying and assessing expertise that is better able to take into consideration the multiple forms, components and expressions of `expert' game playing that players themselves are guided by. This model divides expertise into four inter-related modalities, each addressing a different set of competencies: investment, skill, discourse, and game knowledge. Reviewing each modality in turn, the paper frames this model as an attempt to preserve the complexity of qualitatively-driven, ethnographic accounts of expertise, mobilized in a quantifiable and measurable way.
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