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Moments of Play: Uncovering the Performances of Videogame Play

机译:游戏时刻:发现电子游戏机的表演

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摘要

Videogames are complex media objects that require significant input from the player for their enjoyment. The multiple experiences and outcomes that can emerge when an individual plays a game present difficult methodological challenges for games researchers. This dissertation proposes two complementary methods for studying this complexity: temporal data collection and situational analysis. These help delineate both how players acquire knowledge from a game system and use their previous knowledges in future videogame experiences by focusing on the moment-to-moment decisions and actions that the player takes in a given situations. In addition to providing a way to investigate player skill and knowledge of a system over time, this method also provides a way to understand how the meanings that players and scholars make from games develop over the course of their play.;By expanding on previous definitions of the repertoire---the sets of skills and knowledges that player rely on in overcoming a game's challenges---, I develop models for how knowledge is acquired, incorporated, and utilized over the course of an individual game and different game genres. These models developed through the individual situations that occurred in my analysis of these games and show how knowledges and skills develop not only within a single game, but are translatable from game to game. I developed the concept of a technique to provide a means for scholars and designers to understand how an individual's performance is practiced and evolves as they learn more about the game system and come to grow comfortable with particular actions. The second performance model developed in this dissertation, the play style, describes the general ways that a player approaches a game and how different goals, both internal and external, can effect how knowledge and skills are used.;Lastly, through the temporal data collection and situational analysis methods, I am able to further elucidate the roles that luck plays in videogames---an undertheorized arena of gameplay experience. I provide three distinct ways that scholars can discuss the experience of luck and how it intersects with the repertoires of skill that a player develops: designed chance mechanics, glitches, and botches. Designed chance mechanics are the elements of a videogame that provide randomness to the game system and must be understood and responded to appropriately by the player in order for their success. Glitches are aberrations in the software or hardware that can develop unexpectedly through player action. Lastly, a botch , adapted from the world of professional wrestling, provides a model for understanding how feelings of luck emerge from unexpected situations that are not intelligible within the repertoires of player knowledge. With these concepts, I have provided the field of game studies a comprehensive method for discussing the forms of luck that emerge from the player's subjective experience, the system's designed uncertainty, and mixtures of the two. By offering models of performance and consideration of a largely overlooked concept like luck, I provide a nuanced look into the complicated development of skill that occurs in the performance of videogame play.
机译:电子游戏是复杂的媒体对象,需要玩家大量投入才能享受。个人玩游戏时可能出现的多种体验和结果给游戏研究人员带来了方法上的挑战。本文提出了两种互补的方法来研究这种复杂性:时间数据收集和情境分析。这些帮助通过关注玩家在给定情况下的瞬间决策和动作来描绘玩家如何从游戏系统获取知识以及如何在未来的视频游戏体验中使用他们先前的知识。除了提供一种调查玩家随时间推移的系统技能和知识的方法外,该方法还提供一种方法来理解玩家和学者从游戏中获得的意义在他们的游戏过程中如何发展。在剧本(即玩家克服游戏挑战所依赖的技能和知识集)的基础上,我开发了用于在单个游戏和不同游戏类型的过程中如何获取,整合和利用知识的模型。这些模型是根据我对这些游戏的分析中发生的个别情况而开发的,它们显示了知识和技能的发展不仅是在单个游戏中进行的,而且是可以在游戏之间进行转换的。我提出了一种技术的概念,旨在为学者和设计师提供一种手段,使他们能够了解个人的表演方式,并随着他们对游戏系统的更多了解而逐渐发展,并逐渐适应特定的动作。本文开发的第二种绩效模型,即游戏风格,描述了玩家接近游戏的一般方式,以及内部和外部的不同目标如何影响知识和技能的使用方式。最后,通过时间数据收集以及情境分析方法,我可以进一步阐明运气在电子游戏中所扮演的角色,这是游戏体验经验不足的领域。我提供了三种不同的方式,供学者们讨论运气的体验以及运气如何与玩家发展的技能体系相交:设计机会机制,小故障和小技巧。设计的机会机制是视频游戏的组成部分,可为游戏系统提供随机性,玩家必须对其进行适当的理解和响应,才能获得成功。毛刺是软件或硬件中的异常,可以通过玩家的动作意外发展。最后,从职业摔角界改编的笨蛋提供了一个模型,用于理解运气感觉如何从无法理解的玩家知识范围内的意外情况中产生。通过这些概念,我为游戏研究领域提供了一种全面的方法,用于讨论从玩家的主观体验,系统的设计不确定性以及两者的混合中产生的运气形式。通过提供性能模型并考虑运气等被忽略的概念,我对电子游戏机性能中发生的复杂技能发展进行了细致入微的研究。

著录项

  • 作者

    Hanford, Nicholas A.;

  • 作者单位

    Rensselaer Polytechnic Institute.;

  • 授予单位 Rensselaer Polytechnic Institute.;
  • 学科 Communication.;Mass communication.;Recreation.;Multimedia communications.
  • 学位 Ph.D.
  • 年度 2017
  • 页码 296 p.
  • 总页数 296
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:38:46

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