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首页> 外文期刊>Journal of Business and Technical Communication >Genre, Activity, and Collaborative Work and Play in World of Warcraft: Places and Problems of Open Systems in Online Gaming
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Genre, Activity, and Collaborative Work and Play in World of Warcraft: Places and Problems of Open Systems in Online Gaming

机译:魔兽世界中的体裁,活动和协作工作与娱乐:在线游戏中开放系统的位置和问题

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摘要

This article examines the characteristics of collaborative work and overlapping activity systems in the popular online game World of Warcraft. Using genre theory and activity theory as frames to work out the genre ecology of gameplay, the article focuses on how players coordinate ad hoc grouping activity across and through genres. It articulates the related development of open systems in online gaming in a discussion of interface modifications (AddOns) and online information databases that players generate, drawing on De Certeau's formulation of strategies and tactics and Warner's discussion of publics and counterpublics. The article concludes by discussing implications of online gaming for an open-systems approach to information design in professional communication and for professional communication in general.
机译:本文研究了流行的在线游戏《魔兽世界》中协作工作和重叠活动系统的特征。以流派理论和活动理论为框架来研究游戏玩法的流派生态,本文重点探讨了玩家如何跨流派和跨流派协调临时分组活动。通过De Certeau对战略和战术的表述以及Warner对公众和反公众的讨论,在讨论界面修改(AddOns)和玩家生成的在线信息数据库时,它阐明了在线游戏中开放系统的相关开发。文章最后讨论了在线游戏对开放系统方法进行专业交流中的信息设计以及总体而言对专业交流的影响。

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