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Elements of Infrastructure Demand in Multiplayer Video Games

机译:多人视频游戏中基础设施需求的要素

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With the advent of organized eSports, game streaming, and always-online video games, there exist new and more pronounced demands on players, developers, publishers, spectators, and other video game actors. By identifying and exploring elements of infrastructure in multiplayer games, this paper augments Bowman’s (2018) conceptualization of demands in video games by introducing a new category of ‘infrastructure demand’ of games. This article describes how the infrastructure increasingly built around video games creates demands upon those interacting with these games, either as players, spectators, or facilitators of multiplayer video game play. We follow the method described by Susan Leigh Star (1999), who writes that infrastructure is as mundane as it is a critical part of society and as such is particularly deserving of academic study. When infrastructure works properly it fades from view, but in doing so loses none of its importance to human endeavor. This work therefore helps to make visible the invisible elements of infrastructure present in and around multiplayer video games and explicates the demands these elements create on people interacting with those games.
机译:随着有组织的电子竞技,游戏流和始终在线视频游戏的出现,对玩家,开发人员,出版商,观众和其他视频游戏演员的需求存在新的和更明显的要求。通过识别和探索多人游戏中基础设施的要素,本文通过引入新的“基础设施需求”的游戏来增长Bowman(2018)视频游戏中需求的概念化。本文介绍了在视频游戏周围越来越多地建造的基础设施如何创造对与这些游戏交互的人,无论是作为玩家,观众,或多人视频游戏游戏的促进者都会产生要求。我们遵循苏珊leigh Star(1999)所述的方法,他将基础设施撰写为平凡,因为它是社会的关键部分,因此特别值得学术研究。当基础设施正常工作时,它从视野中消失,但这样做损失了对人类努力的重要性。因此,这项工作有助于使多人游戏中和周围存在的基础设施的隐形元素可见,并阐述这些元素对与这些游戏进行交互的人们的需求。

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