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Parallels between the gaming experience and Rosenblatt's reader response theory

机译:游戏体验与Rosenblatt读者反应理论之间的平行之处

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摘要

The world of literacy has expanded alongside technology, and new literacies are being used as an alternative or an addition to traditional text. By including video gaming as literacy, the connection can be made between students' multimodal world outside of school with the world of literacy they encounter in school. This study took two approaches of a content study and a case study. A collective case study was used to examine the gaming experience of participants with three commercial video games falling into three separate genres: Sims FreePlay (simulation); Halo 1 (first person shooter); and World of Warcraft (role playing game). The 15 gamers were placed into three sets of five participants for each video game, and interviews were conducted to explore the gaming experience in relation to stance and transaction, which are major components of Louise Rosenblatt's reader response theory. Limited research has been conducted regarding reader response theory and the new literacies; by using the reader response lens, the gaming experience was compared to the reading experience to add the new literacies to the existing literature on reader response. As a way to look at both the text and the experience, a content study examined three mainstream video games to establish literacy content by using Zimmerman's gaming literacy theory. Even though this theory is useful by detailing elements found in video games and not traditional literature, literary value cannot be fully assessed unless the theory is developed further to include other components or discuss how the depth of the components can relate to literary value. The literature does not currently contain substantial research regarding how to assess the literary value of video games, so this study begins to add to the present literature by demonstrating that at least for these games the presence of the components of the theory can be evaluated. This analysis of both the game and the experience demonstrated substantial parallels between the gaming experience and the reading transaction as well as looking at the viability of using gaming literacy theory to evaluate literacy value.
机译:随着技术的发展,扫盲的世界已经扩大,新的扫盲被用作传统文本的替代或补充。通过将视频游戏纳入识字能力,可以在学生在校外的多模式世界与他们在学校遇到的识字世界之间建立联系。这项研究采用了内容研究和案例研究两种方法。一项集体案例研究用于检查参与者的游戏体验,其中三种商业视频游戏分为三种不同的类型:Sims FreePlay(模拟); Sims FreePlay(模拟); Sims FreePlay(模拟)。 Halo 1(第一人称射击游戏);和《魔兽世界》(角色扮演游戏)。每个视频游戏将15位游戏者分成三组,每组五个参与者,并进行了访谈,以探讨与姿势和交易有关的游戏体验,这是路易丝·罗森布拉特读者反应理论的主要组成部分。关于读者反应理论和新文学的研究有限。通过使用读者响应镜头,将游戏体验与阅读体验进行了比较,以将新的文学作品添加到有关读者响应的现有文献中。作为查看文字和体验的一种方式,一项内容研究使用Zimmerman的游戏素养理论研究了三种主流视频游戏以建立素养内容。尽管该理论通过详细介绍在视频游戏而非传统文学中发现的元素而有用,但除非对该理论进行进一步发展以包括其他成分或讨论其深度与文学价值之间的关系,否则无法完全评估文学价值。有关如何评估视频游戏的文学价值的文献目前尚无实质性研究,因此该研究开始证明,至少对于这些游戏,可以评估该理论成分的存在,从而开始将其添加到当前文献中。对游戏和体验的分析表明,游戏体验与阅读交易之间存在着实质性的相似之处,并且证明了使用游戏素养理论评估素养价值的可行性。

著录项

  • 作者

    Sanders, April.;

  • 作者单位

    University of North Texas.;

  • 授予单位 University of North Texas.;
  • 学科 Curriculum development.;Web studies.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 1 p.
  • 总页数 1
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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