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Constructing and measuring an 'audience' for digital games

机译:构建和衡量数字游戏的“受众群体”

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What is the 'audience' for digital games? This article argues that measurement is a crucial component of conceptions of the audience, exemplifying the complexities of translating theories and models of the audience to digital games. Beginning with mass communication studies, the common audience conception based on invisibility, exposure, institutional agreement, advertising value, and technological measurement found widespread resistance from game studies. This model gave way to reception studies' focus on interpretation and sociocultural context, more readily aligned with game studies' emphasis on interactivity. However, the shift towards a constructionist model of the audience, as a discursive construct separate from actual people and reified by measurement technologies, has not been widely applied to digital games. Ultimately, this article argues that a constructionist approach complicates naturalized notions of game 'players' and 'cultures' as the medium both integrates into and disrupts traditional conceptions of the audience.
机译:什么是数字游戏的“观众”?本文认为,度量是受众概念的关键组成部分,说明了将受众的理论和模型转换为数字游戏的复杂性。从大众传播研究开始,基于隐身性,曝光度,机构协议,广告价值和技术衡量的普通观众概念在游戏研究中受到了广泛的抵制。这种模式让位于接受研究侧重于解释和社会文化背景的方式,更容易与博弈研究侧重于互动性保持一致。然而,向观众的建构主义模式的转变是一种与实际人分离的话语结构,并通过测量技术进行了改进,因此尚未广泛应用于数字游戏。最终,本文认为,建构主义的方法使游戏“玩家”和“文化”的自然化概念变得复杂,因为媒介既融入了受众,又破坏了传统的受众观念。

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