作为范式修复的受众修复:修复游戏新闻中的“玩家

Q4 Social Sciences
G. Perreault, Leonardo Caberlon, Cameron Stuart
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引用次数: 0

摘要

游戏新闻是在其他新闻领域和美国文化的攻击下开始存在的,因为它的受众是年轻的、多样化的和进步的。该研究认为,早期的游戏杂志(n = 150)在1991年至1995年的游戏主流接受发展过程中,通过挑战对玩家的刻板印象(将玩家想象成多样化、社交化和成熟的)修复了游戏范式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Audience Repair as Paradigm Repair: Fixing the ‘Gamer’ in Games Journalism
ABSTRACT Gaming journalism began its existence under attack from the rest of the journalistic field and from US culture as a result of its audience: young, diverse, and progressive. This study argues that early gaming magazines (n = 150) repaired the gaming paradigm during the development of gaming’s mainstream acceptance from 1991–1995 by challenging stereotypes of gamers: imagining gamers as diverse, social, and mature.
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来源期刊
Journalism history
Journalism history Social Sciences-Communication
CiteScore
0.40
自引率
0.00%
发文量
26
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