{"title":"《火花世界:将女孩游戏理解为风格干预","authors":"Carly A. Kocurek","doi":"10.1145/3555858.3555872","DOIUrl":null,"url":null,"abstract":"This paper examines audiovisual style and play principles of successful mid-1990s games for girls titles including Barbie Fashion Designer (Mattel Media, 1996), Chop Suey (Magnet Interactive, 1995), Rockett's New School (Purple Moon, 1997), Secret Paths to the Forest (Purple Moon, 1997), and related titles. These games, developed for an audience of tween girl consumers, demonstrate a distinct style informed by the affordances of the then-emergent CD-ROM medium, by established play patterns, and by emerging research on girls’ desire for and discomfort with emerging technologies. This paper, combining methods from historical and media studies research, utilizes artifact analysis, archival research, and original and historical interviews with game developers, argues that the media-rich, multi-media design practices deployed in games for girls titles have broad utility in story-based games and for non-expert users. By using playful media cues integrated into the game's visual and narrative environment, this approach offers users subtle scaffolding, avoiding the pitfalls of overt pedagogical strategies and embedding moments of surprise and delight in sometimes unexpected places.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"17 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Sparklier Worlds: Understanding Games for Girls as Style Intervention\",\"authors\":\"Carly A. Kocurek\",\"doi\":\"10.1145/3555858.3555872\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper examines audiovisual style and play principles of successful mid-1990s games for girls titles including Barbie Fashion Designer (Mattel Media, 1996), Chop Suey (Magnet Interactive, 1995), Rockett's New School (Purple Moon, 1997), Secret Paths to the Forest (Purple Moon, 1997), and related titles. These games, developed for an audience of tween girl consumers, demonstrate a distinct style informed by the affordances of the then-emergent CD-ROM medium, by established play patterns, and by emerging research on girls’ desire for and discomfort with emerging technologies. This paper, combining methods from historical and media studies research, utilizes artifact analysis, archival research, and original and historical interviews with game developers, argues that the media-rich, multi-media design practices deployed in games for girls titles have broad utility in story-based games and for non-expert users. By using playful media cues integrated into the game's visual and narrative environment, this approach offers users subtle scaffolding, avoiding the pitfalls of overt pedagogical strategies and embedding moments of surprise and delight in sometimes unexpected places.\",\"PeriodicalId\":290159,\"journal\":{\"name\":\"Proceedings of the 17th International Conference on the Foundations of Digital Games\",\"volume\":\"17 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-09-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 17th International Conference on the Foundations of Digital Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3555858.3555872\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 17th International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3555858.3555872","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本文分析了20世纪90年代中期成功的女孩游戏的视听风格和玩法原则,包括《Barbie Fashion Designer》(Mattel Media, 1996)、《Chop Suey》(Magnet Interactive, 1995)、《Rockett’s New School》(Purple Moon, 1997)、《Secret Paths to the Forest》(Purple Moon, 1997)等相关游戏。这些面向少女消费者的游戏呈现出一种独特的风格,这种风格受到当时新兴的CD-ROM媒介的支持、成熟的游戏模式以及对少女对新兴技术的渴望和不适的新兴研究的影响。本文结合了历史和媒体研究的方法,利用人工制品分析、档案研究以及对游戏开发者的原始和历史采访,认为在女孩游戏中使用的媒体丰富的多媒体设计实践在基于故事的游戏和非专业用户中具有广泛的实用性。通过将有趣的媒体线索整合到游戏的视觉和叙事环境中,这种方法为用户提供了微妙的框架,避免了明显的教学策略的陷阱,并在有时意想不到的地方嵌入了惊喜和快乐的时刻。
Sparklier Worlds: Understanding Games for Girls as Style Intervention
This paper examines audiovisual style and play principles of successful mid-1990s games for girls titles including Barbie Fashion Designer (Mattel Media, 1996), Chop Suey (Magnet Interactive, 1995), Rockett's New School (Purple Moon, 1997), Secret Paths to the Forest (Purple Moon, 1997), and related titles. These games, developed for an audience of tween girl consumers, demonstrate a distinct style informed by the affordances of the then-emergent CD-ROM medium, by established play patterns, and by emerging research on girls’ desire for and discomfort with emerging technologies. This paper, combining methods from historical and media studies research, utilizes artifact analysis, archival research, and original and historical interviews with game developers, argues that the media-rich, multi-media design practices deployed in games for girls titles have broad utility in story-based games and for non-expert users. By using playful media cues integrated into the game's visual and narrative environment, this approach offers users subtle scaffolding, avoiding the pitfalls of overt pedagogical strategies and embedding moments of surprise and delight in sometimes unexpected places.