创造性,技术性,企业家精神:游戏开发中的形成张力

IF 2.4 2区 文学 Q1 COMMUNICATION
B. Keogh, Taylor Hardwick
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引用次数: 0

摘要

高等教育(HE)已经成为进入游戏开发职业的普遍途径。之前对学生和教育工作者的研究表明,游戏开发是“创意产业”方法的典范,这种方法似乎结合了技术和创意技能、专业精神和激情、个人创业精神和跨学科合作。然而,很少有研究考虑到这些学生和教育工作者发现自己根深蒂固的不同制度背景。在本文中,我们认为游戏开发并不是简单地将技术和创意结合在一起,而是在不同的学科文化、意识形态和目标之间进行分割。根据澳大利亚119个游戏开发高等教育项目的数据,我们发现,虽然游戏开发高等教育一直被定位为通往学生就业能力的途径,但对这种就业能力至关重要的技能和身份被强调的程度取决于项目的机构背景——最终表明,将创造力和技术结合起来既不是一个直截了当的过程,也不是一个中立的过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education
Higher education (HE) has become a common pathway into game development careers. Previous research with students and educators has shown how game development HE exemplifies a “creative industries” approach that seemingly marries technical and creative skills, professionalism and passion, and individualistic entrepreneurism and interdisciplinary collaboration. However, little research has considered the varied institutional contexts such students and educators find themselves entrenched in. In this article, we argue that game development HE does not simply marry the technical and creative but is instead torn between different disciplinary cultures, ideologies, and aims. Drawing from data on 119 game development HE programs in Australia, we show that while game development HE is consistently positioned as a pathway toward student employability, just what skills and identities are emphasized as crucial for such employability varies pending on the program's institutional context—ultimately showing that combining creativity and technology is neither a straightforward nor neutral process.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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