阿凡达经济:从游戏到平台的情感投资

IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS
Luke van Ryn, T. Apperley, J. Clemens
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引用次数: 10

摘要

电子游戏角色被认为是玩家在游戏和游戏中进行“情感投资”的关键场所。在本文中,我们将进一步探讨角色在游戏平台中吸引玩家的作用。通过对《军团要塞2》(Valve Software, 2007年)和Steam平台的案例研究,我们展示了角色在游戏世界之外的功能,即作为鼓励某些游戏类型的工具。我们认为,《军团要塞2》是Valve通过Steam平台进行游戏经济实验的重要试验场。进一步地说,我们展示了视频游戏化身在更广泛的平台上鼓励情感投资的重要性,包括微软的Xbox Live、PlayStation Network,甚至是工作场所的仪表板。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Avatar economies: affective investment from game to platform
ABSTRACT Video game avatars have been understood as a key site of players’ “affective investment” in play and games. In this article, we extend this conversation to explore the avatar’s role in engaging players with gaming platforms. Through a case study of Team Fortress 2 (Valve Software, 2007) and the Steam platform, we demonstrate the avatar’s function beyond gameworlds as a tool for encouraging certain kinds of play. Team Fortress 2, we argue, is a crucial testing ground for Valve’s experiments with gaming economies via the Steam platform. By extension, we show the importance of video game avatars for encouraging affective investment in platforms more broadly, including Microsoft’s Xbox Live, PlayStation Network and even workplace dashboards.
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来源期刊
New Review of Hypermedia and Multimedia
New Review of Hypermedia and Multimedia COMPUTER SCIENCE, INFORMATION SYSTEMS-
CiteScore
3.40
自引率
0.00%
发文量
4
审稿时长
>12 weeks
期刊介绍: The New Review of Hypermedia and Multimedia (NRHM) is an interdisciplinary journal providing a focus for research covering practical and theoretical developments in hypermedia, hypertext, and interactive multimedia.
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