现场跟踪

Christal Young
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引用次数: 0

摘要

场景的概念有助于构建特定的文化活动、实践和“事件”集群如何同时复制和改变特定地区的全球实践。对场景的研究帮助我们研究地理和虚拟地区如何创造和塑造全球产业、运动和流派。在本文中,我将着眼于多伦多的游戏制作场景,并分析它是如何复制并改变全球游戏产业中更广泛的文化规范、工作条件和类型制作。基于对这一领域两年的研究,我调查了游戏开发者在本地游戏制作过程中如何维持和挑战行业和平台的预期规范和惯例。为了识别这些文化活动集群,我提出了将场景视为重写的概念,以追踪游戏开发者如何在当地场景中复制和改变行业文化规范和实践。在过去的十年里,社交媒体平台的出现为场景参与者提供了一个场所,让他们与本地和全球的观众讨论、创作和传播他们的作品。这些平台的文本空间将本地生产场景的参与者连接到由地理、行业和类型定义的全球社区。通过追溯铭文中的场景,我研究了这些平台是如何成为多伦多游戏制作场景和更广泛行业的价值观和实践之间的碰撞中心的。本文讨论的是场景中的地理文化活动如何转移到虚拟环境中,以及这些虚拟空间如何改变游戏制作及其相关活动(如社交、游戏jam和“talking shop”)的文化规范和实践。我认为,对全球化的分析必须考虑到更广泛的本地生产的物理和虚拟基础设施,以了解文化媒体是如何在全球范围内生产和传播的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Scene Tracing
The notion of scenes has helped frame how particular clusters of cultural activities, practices, and "happenings" simultaneously replicate and transform global practices in specific localities. The study of scenes has aided us in examinations of how geographic and virtual localities create and shape global industries, movements, and genres. In this article, I focus on the Toronto game production scene to examine how it replicates and transforms the wider cultural norms, working conditions, and genre productions of the global game industry. Based on a two-year ethnography of the scene, I survey how gamemakers maintain and challenge the expected norms and practices of industry and platforms in the production of local games. To identify these clusters of cultural activity, I develop the notion of scenes as palimpsests to trace how gamemakers replicate and transform industry cultural norms and practices in the local scene. The last decade has seen the emergence of social media platforms as a venue for participants of scenes to discuss, create, and disseminate their works with geographically local and global audiences. The textual spaces of these platforms connect participants of local production scenes to a global community defined by geography, industry, and genre. By tracing scenes through its inscriptions, I examine how these platforms are centers for encounters between the values and practices of the Toronto game production scene and the wider industry. This article is about how the geographical cultural activities of scenes are shifting into virtual environments, and how these virtual spaces are transforming the cultural norms and practices of gamemaking and its associated activities, such as socials, game jams, and "talking shop." I argue that analyses of globalization must consider the wider physical and virtual infrastructures of local production to understand how cultural media are produced and circulated around the globe.
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来源期刊
Amyotrophic Lateral Sclerosis
Amyotrophic Lateral Sclerosis 医学-临床神经学
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