手边的事情:数字游戏的实践-理论模型

Milan Jacevic
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引用次数: 0

摘要

由于游戏活动可能采取的多种形式,对游戏活动性质的调查变得困难。在本文中,我将通过在实践理论的标题下研究(数字)游戏来解决这一问题,并试图更清楚地阐述游戏素养的实践层面。在Pierre Bourdieu的理论和概念框架的基础上,我提出了一个将数字游戏作为一种情境人类实践形式的一般模型,随后是一个案例研究的细节,旨在测试和调整模型的初始版本。虽然为了扩大模型的范围,还需要对更多的玩家群体进行进一步的研究,但该研究的发现为其作为描述和框定数字游戏人工制品产生的不同实践的概念框架的有效性提供了证据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Matter at Hand: A Practice-Theoretical Model of Digital Gaming
Investigations into the nature of the activity of gaming have been made difficult by virtue of the plurality of possible forms this activity may take. In this paper, I address this problem by examining (digital) gaming under the heading of practice theory, in an attempt to shed more light on the practical aspects of ludic literacy. Building on the theoretical and conceptual frameworks of Pierre Bourdieu, I present a general model of digital gaming as a form of situated human practice, followed by details of a case study, conducted in order to test and adjust the initial version of the model. Though further research with a greater population of players is needed in order to expand the scope of the model, the findings of the study lend credence to its validity as a conceptual framework for delineating and framing different practices generated by digital game artefacts.
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