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Game vaporware as design fictions

机译:游戏汽配作为设计小说

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摘要

In this research we examine games, and games hardware, that can be classed as ‘Vaporware’. More specifically software that was never written, or hardware that was never built, and consequently no one ever played. In particular we are considering such vaporware as examples of ‘Design Fiction’ as they once represented speculative visions of the future based on emerging technology. Vaporware is a term generally used to describe products that are announced to the general public but are never actually manufactured. Whereas design fiction is a term used to describe plausible ‘diegetic prototypes’ that are built, or suggested, to create an opportunity for discourse about possible technological futures. Whilst it could be argued vaporware games are simply failed products that were justifiably scrapped before joining the long lists of come-to-nothing games and consoles, by reviewing examples we offer an alternative view that they can serve as objects of discourse for exposing the potential futures of video games and thus could be considered in terms of design fiction. To add further weight to the argument that games can be useful as design fictions we then consider “Game of Drones”, an example of a design fiction that pivots around a game element, to illustrate how the deliberate use of design fiction can stimulate discourse around game futures (in this case the growing promotion of ‘gamified’ services as means of engaging users). Whilst the notion of designing games that will never be built may seem paradoxical in relation to the Games industry’s predominantly commercial aims, we believe that the deliberate adoption of design fiction as a practice within game design would facilitate the emergence of meaningful discussions around future gaming without the frustrations induced by vaporware.
机译:在这项研究中,我们研究了可以归类为“ Vaporware”的游戏和游戏硬件。更具体地说,从未编写过的软件或从未构建过的硬件,因此没有人玩过。尤其是,我们正在将这种汽具视为“设计小说”的示例,因为它们曾经代表了基于新兴技术的对未来的投机愿景。 Vaporware是一个术语,通常用于描述向公众发布但从未真正生产过的产品。设计小说是一个术语,用来描述可能的“数字原型”,这些原型是为提出或讨论可能的技术未来而创建或提出的。尽管可以说汽具游戏只是失败的产品,但在加入一无所有的游戏和游戏机之前,已经被合理地报废了,通过回顾一些例子,我们提供了另一种观点,即它们可以作为论述对象,以揭示潜在的电子游戏的未来,因此可以从设计小说的角度来考虑。为了进一步强调游戏可以用作设计小说的论点,我们考虑“无人驾驶游戏”,这是一个围绕游戏元素进行旋转的设计小说的示例,以说明故意使用设计小说如何激发围绕设计的论述游戏期货(在这种情况下,“游戏化”服务作为吸引用户的手段在不断推广)。与游戏行业的主要商业目的相比,设计永不过时的游戏这一概念似乎是自相矛盾的,但我们认为,故意将设计小说作为游戏设计中的一种实践,将有助于围绕未来游戏进行有意义的讨论,而无需开发游戏。汽具引起的挫败感。

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