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Farming and fighting as practice and pedagogy: A procedural field analysis of digital games.

机译:耕作和打斗作为实践和教学法:数字游戏的程序领域分析。

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摘要

Video games are currently one of the leading entertainment mediums across the globe, with games like Call of Duty: Black Ops (Activision) selling 4.3 million dollars in the first week of sales and adding to the parent company Activision Blizzard's 2011 revenue of 4.9 billion dollars. In 2011 the North American video game industry had a revenue of ;Despite some interdisciplinary research conducted on digital games, few scholars take into account what is being communicated through digital game design and how electronic games function as a medium of learning and meaning making in contemporary society. Utilizing two case studies of FarmVille 2 and Elder Scrolls V: Skyrim, the goal of this study is to understand the ways that digital games work as a cultural medium and to analyze how the constructed messages in game design create and enforce modes of action and forms of knowledge. The following research questions guide this study: RQ 1: What is the relationship between game design and the processes of meaning making? RQ 2: How does game design enable and constrain player agency? RQ 3: What intertextual structures are present within the cultural production of digital games? Sub Question: What forms of social learning occur in games as a result of these structures?;The purpose of this study then, is to understand how the medium of electronic games functions as a field of cultural production by analyzing the ways game structures communicate forms of acting and knowing within the game and the broader social contexts. To accomplish this goal, I first explored the ways that games orient players to their field or environment; second, I investigated how objects and their related capital present in the design of digital games influence the choices, outcomes and performances of players; third, I dissected the interfaces present in games to look at how game design enables and constrains player agency; fourth, I analyzed the ways in which rules guide and create player habitus with game units; and finally, I situated this exploration through the ways that digital games create meaning in and out of the game. In doing this dissertation expands upon existing theories of video game analysis, medium theory, habitus, field and capital by using an innovative method that establishes a new communicative approach to the textual analysis of electronic games.
机译:电子游戏目前是全球领先的娱乐媒体之一,《使命召唤:黑色行动》(Activision)等游戏在销售的第一周就卖出了430万美元,母公司Activision Blizzard在2011年的收入达到了49亿美元。 。 2011年,北美视频游戏产业的收入为;尽管对数字游戏进行了一些跨学科研究,但很少有学者考虑到数字游戏设计所传达的内容以及电子游戏如何充当当代学习和意义创造的媒介社会。利用FarmVille 2和Elder Scrolls V:Skyrim的两个案例研究,本研究的目的是了解数字游戏作为一种文化媒介的方式,并分析游戏设计中构造的消息如何创建和执行动作和形式的方式知识。以下研究问题指导了本研究:RQ 1:游戏设计与意义生成过程之间的关系是什么? RQ 2:游戏设计如何实现并限制玩家的代理权?问3:数字游戏的文化生产中存在哪些互文结构?子问题:由于这些结构,游戏中会发生哪些形式的社会学习?;然后,本研究的目的是通过分析游戏结构沟通形式的方式来了解电子游戏的媒介如何作为文化生产领域发挥作用在游戏和更广泛的社会环境中的行动和了解。为了实现这一目标,我首先探讨了游戏如何使玩家适应其领域或环境。其次,我研究了数字游戏设计中的对象及其相关资本如何影响玩家的选择,结果和表现;第三,我剖析了游戏中存在的界面,以研究游戏设计如何启用和限制玩家代理。第四,我分析了规则指导和创造游戏单位玩家习惯的方式。最后,我通过数字游戏在游戏内外创造意义的方式来进行探索。在此过程中,论文通过使用一种创新方法扩展了现有的视频游戏分析,媒体理论,惯性,领域和资本等理论,为电子游戏的文本分析建立了一种新的交流方式。

著录项

  • 作者

    Pulos, Alexis.;

  • 作者单位

    The University of New Mexico.;

  • 授予单位 The University of New Mexico.;
  • 学科 Speech Communication.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 249 p.
  • 总页数 249
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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