游戏自动化:将自我游戏和后人类的荒唐代理人理论化

IF 0.7 Q3 COMMUNICATION
Sonia Fizek
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引用次数: 2

摘要

本文对游戏自动化及其对数字游戏和游戏理论研究的意义进行了批判性反思。在电子游戏领域,自动化已经成为一种越来越引人注目的现象,表现为自我游戏世界、自我扮演的角色和穿越多人空间的非人类代理。在接下来的几页中,作者探索了自动化非人类游戏的各种实例,并提出了一个后人类理论视角,这可能有助于为理解电子游戏创建一个新的框架,重新谈判当前游戏研究中流行的互动理论,并重新思考人类玩家与数字游戏之间的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automation of play: Theorizing self-playing games and post-human ludic agents
This article offers a critical reflection on automation of play and its significance for the theoretical enquiries into digital games and play. Automation has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. On the following pages, the author explores various instances of automated non-human play and proposes a post-human theoretical lens, which may help to create a new framework for the understanding of video games, renegotiate the current theories of interaction prevalent in game studies, and rethink the relationship between human players and digital games.
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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