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‘Wii play as a family’: the rise in family-centred video gaming

机译:“以家庭的方式玩游戏”:以家庭为中心的视频游戏的兴起

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The idea that video gaming is for the ‘whole family’, to be played in the communal space of the living room, has gained momentum since the release of Microsoft Xbox, Sony Playstation and Nintendo Wii. This article addresses the growing popularity in family-centred video gaming in the British context by examining the design, promotion, instatement and use of this new media technology in the home. Research on the domestication of media technology is drawn on to examine the social impulses and conditions under which family-centred video gaming is introduced in the home as a domestic leisure activity. In response to parental anxieties about children’s disengagement from family life through new media use, industry-led claims that video gaming can foster family harmony are appealing. Representations of family gaming in the Wii commercials are analysed in relation to the findings of recent independent surveys on emerging patterns of gaming between parents and children. Policy issues emerge about the potential social and educational benefits of family-centred gaming and assumptions about them made in surveys and government-commissioned reports. Important questions are raised about the family dynamics of video gaming and children’s potential to benefit from this family-centred media entertainment in diverse family contexts.View full textDownload full textKeywordsfamily, video gaming, new media, Nintendo Wii, domestic media technologyRelated var addthis_config = { ui_cobrand: "Taylor & Francis Online", services_compact: "citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more", pubid: "ra-4dff56cd6bb1830b" }; Add to shortlist Link Permalink http://dx.doi.org/10.1080/02614367.2011.568065
机译:自从Microsoft Xbox,Sony Playstation和Nintendo Wii发布以来,就将视频游戏用于“整个家庭”,这种想法已经在客厅的公共空间中发挥了作用。本文通过研究这种新媒体技术在家庭中的设计,推广,陈述和使用,来解决在英国背景下以家庭为中心的视频游戏日益普及的问题。利用媒体技术的驯化研究来研究社会冲动和条件,在这种条件下,以家庭为中心的视频游戏作为家庭休闲活动引入家庭。为了回应父母对通过新媒体使用而使孩子脱离家庭生活的焦虑,业界主导的声称视频游戏可以促进家庭和谐的呼吁颇具吸引力。 Wii商业广告中家庭游戏的表现与最近关于父母和孩子之间新兴游戏模式的独立调查的结果进行了分析。有关以家庭为中心的游戏的潜在社会和教育利益以及调查和政府委托报告中的假设的政策问题浮出水面。有关视频游戏的家庭动力以及儿童在不同的家庭环境中从这种以家庭为中心的媒体娱乐中受益的潜力,提出了重要的问题。查看全文下载全文关键字家庭,视频游戏,新媒体,任天堂Wii,国内媒体技术相关变量addthis_config = {ui_cobrand:“泰勒和弗朗西斯在线”,servicescompact:“ citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,更多”,发布:“ ra-4dff56cd6bb1830b”};添加到候选列表链接永久链接http://dx.doi.org/10.1080/02614367.2011.568065

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  • 来源
    《Leisure Studies》 |2012年第1期|p.69-82|共14页
  • 作者

    Deborah Chambersa*;

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  • 正文语种 eng
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  • 入库时间 2022-08-18 00:52:58

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