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The corporeal-locomotive craftsman: Gaming in World of Warcraft

机译:机车工匠:《魔兽世界》中的游戏

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This article investigates the significance of three neglected dimensions within research on fine motor computer games1: corporeality, locomotion and craftsmanship. By demonstrating the existence and relevance of these dimensions and the lack of scholarly attention to them within one of the most researched computer games, World of Warcraft serves as a paradigmatic example in the article's argumentation for the importance of the perspective of the corporeal-locomotive craftsman within game research and the necessity to embrace this perspective in order to fully understand gamers playing fine motor computer games. This new viewpoint implies that gaming (to a greater or lesser extent) is experienced as a corporeal activity in which gamers are corporeally engaged and which depends on their corporeal interaction to make sense. The article asserts that corporeal digitally, locomotion and craftsmanship are not peripheral to but at the very heart of the gaming activity and experience.
机译:本文研究了在精细汽车计算机游戏研究中三个被忽略的方面的重要性:亲体性,运动性和手工艺。通过在最受研究的计算机游戏之一中证明这些尺寸的存在和相关性以及学术界对它们的缺乏,《魔兽世界》成为本文论证有形机车工匠观点重要性的一个范例。在游戏研究中,并且有必要接受这种观点,以便充分理解玩精细汽车游戏的游戏玩家。这种新观点意味着,游戏(或多或少)是作为一种有形的活动而进行的,玩家在其中进行有形的参与,并且这取决于他们的有形互动。文章断言,数字化的运动,手工艺不是游戏的外围功能,而是游戏活动和体验的核心。

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