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Psychasthenia Studio and the Gamification of Contemporary Culture

机译:精神错觉工作室与当代文化游戏化

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What does it mean to say that Games Matter within a new media art context? Conversely, what contributions can artists and scholars exploring the medium make to the cultural conversation around their use and meaning? This contribution highlights the ways in which our interdisciplinary art collective, Psychasthenia Studio , has addressed the cultural effects of games and gamification as they have evolved over the last decade, using a series of videogame art projects as the medium of expression and critique. As Mary Flanagan (2009) suggested in Critical Play , “games carry beliefs within their representation systems and mechanics” (p. 4). Through their thematic content and interaction design, the three videogames developed by us in the interdisciplinary Psychasthenia Studio between 2009?2017 draw attention to those beliefs as they exist not only in the games themselves, but also more broadly in an increasingly gamified contemporary culture. Psychasthenia Studio simultaneously intervenes in the discussion around games in society and pushes the boundaries of what constitutes new media art practice today. By playing the Psychasthenia games, our hope is that users both co-author and witness their own participation in the system.
机译:在新的媒体艺术背景下说“游戏很重要”是什么意思?相反,探索媒介的艺术家和学者可以围绕其使用和意义对文化对话做出哪些贡献?这项贡献突出了我们跨学科的艺术团体Psychasthenia Studio通过一系列视频游戏艺术项目作为表达和批评的媒介,探讨了游戏和游戏化在过去十年中发展的文化影响的方式。正如玛丽·弗拉纳根(Mary Flanagan(2009))在《批判游戏》中所建议的那样,“游戏在其表示系统和机制中带有信念”(第4页)。通过主题内容和交互设计,我们在2009-2017年跨学科的Psychasthenia Studio中开发的三款视频游戏引起了人们对这些信念的关注,因为它们不仅存在于游戏本身中,而且存在于日益游戏化的当代文化中。 Psychasthenia Studio同时介入有关社会游戏的讨论,并突破了构成当今新媒体艺术实践的界限。通过玩Psychasthenia游戏,我们希望用户共同创作并见证他们自己对系统的参与。

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