呼噜声编程的爱:虚拟宠物的叙事回顾

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Michaela Dodd , Allan Fowler , Danielle Lottridge
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引用次数: 0

摘要

在90年代,电子宠物(Tamagotchi, 1996)和虚拟宠物是个人电脑和手持游戏机革命的文化试金石。尽管虚拟宠物一直很受欢迎,但对它们的研究仍然不足。我们进行了一项叙述性回顾,以确定围绕虚拟宠物的文献中的关键主题。共纳入45篇文章。反思性专题分析确定了六个主要主题:生命与死亡、健康与习惯、资本主义与消费、性别、玩具与游戏以及伦理。虚拟宠物的用途不仅仅是娱乐,还包括管理身体和情感健康以及帮助学习。虚拟宠物游戏玩法也被视为对生产力和目的的规范概念的挑战。这篇综述汇集了几十年来跨学科对虚拟宠物的学术兴趣,以更好地理解它们持久的文化意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Purr-ogrammed love: A narrative review of virtual pets
In the ‘90s Tamagotchi (Tamagotchi, 1996) and virtual pets were cultural touchstones of the personal computer and handheld game console revolutions. Despite continued popularity, virtual pets remain under-researched. A narrative review was conducted to identify key themes in the literature surrounding virtual pets. 45 articles were included. Reflexive thematic analysis identified six major themes: life and death, health and habits, capitalism and consumption, gender, toys and play, and ethics. Virtual pets serve purposes beyond entertainment, including managing physical and emotional well-being and aiding in learning. Virtual pet gameplay is also seen to challenge normative notions of productivity and purpose. This review brings together decades of academic interest in virtual pets across disciplines to better understand their enduring cultural significance.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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