“我们如何玩这个东西?”:电子游戏的历史研究现状

IF 0.3 Q2 HISTORY
Dany Guay-Bélanger
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引用次数: 1

摘要

尽管以前被学术界所忽视,但现在许多领域的学者都将电子游戏视为一个严肃的研究主题。游戏研究作为一门独立学科的出现推动了高质量作品的出版,但电子游戏领域的历史仍然不成熟。最初试图在一个由新闻报道主导的领域中引入对电子游戏的批判性历史分析的尝试本身就受到了过分强调电子游戏经典以及美国和日本的困扰。实际上,电子游戏历史学家的早期著作类似于“伟人”理论,也就是所谓的“伟大游戏”理论。在过去的十年中,这种情况开始得到纠正,现在越来越多的人致力于制作关于电子游戏的可靠的历史学术。尽管如此,游戏学者和游戏历史学家仍然需要合作,参与对话,并开发和调整适当的方法来进行电子游戏的历史研究,以便撰写这一相对年轻的媒体的相关历史。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“How Do We Play this Thing?”: The State of Historical Research on Videogames
Abstract Though previously overlooked by academia, scholars from a wide array of fields now consider videogames as a serious subject of inquiry. The emergence of game studies as a standalone discipline has led to the publication of high-quality work on the medium, yet the field of videogame history is still immature. Initial attempts to introduce critical historical analysis of videogames in a field dominated by journalistic accounts were themselves plagued by an overemphasis on videogame canons and on the United States and Japan. In effect, early writings by videogame historians resembled “great man” theory, something one could qualify as “great game” theory. Over the last decade, this situation has started to be redressed and there are now growing efforts to produce solid historical scholarship on videogames. Still, game scholars and game historians need to collaborate, engage in conversation, and develop and adapt proper methods to conduct historical research on videogames in order to write relevant histories of this relatively young medium.
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来源期刊
International Public History
International Public History Arts and Humanities-History
CiteScore
0.40
自引率
0.00%
发文量
12
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