使复杂性在实践中可测量:对游戏媒体的形式分析

IF 2.4 2区 文学 Q1 COMMUNICATION
Maarten Denoo, Bruno Dupont, B. Zaman, Eva Grosemans, S. Malliet
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引用次数: 1

摘要

在过去的十年里,电子游戏在设计上变得越来越像赌博。科学和监管试图揭示这种设计似乎特别倾向于付费战利品箱的效果和监管处理,倾向于可测量性或复杂性。因此,本文试图从赌博理论出发,使复杂性在实践中可测量。我们对20款电子游戏进行了正式分析,其中包括战利品箱、社交赌场游戏、可选赌博主题活动和代币投注,并通过识别和映射其功能之间的互动。在揭示了11个类别的51个特征之后,我们重新解释了以前建立的赌博概念。在这样做的过程中,我们的目标是促进对电子游戏中赌博的未来证明的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play media
Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that include loot boxes, social casino games, optional gambling-themed activities and token wagering by identifying and mapping interactions between their features. Having uncovered 51 features across 11 categories, we then reinterpret previously established notions of gambling. In doing so, we aim to contribute to a future-proof understanding of gambling in videogames.
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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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