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Is it in the Game? reconsidering play spaces, game definitions, theming and sports videogames

机译:在游戏中吗?重新考虑游戏空间,游戏定义,主题和体育视频游戏

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摘要

From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence. However, compared with many other genres of games, sports-themed videogames have remained relatively under-research. Using the case of ‘sports videogames’ this paper advocates a critical and located approach to understanding videogames and gameplay. Unlike many existing theorisations of gameplay, such as the ‘magic circle’ (Huizinga 1949 [1938]), which theorise play as a break from ordinary life, this paper argues for a consideration of play as a continuation of ‘the control of the established order’ (Lefebvre (1991 [1974]: 383). It argues that many videogames, and in particular sports videogames, can be understood as ‘themed’ spaces; which share similarities to other themed locations, such as fast-food restaurants and theme parks. These are ‘non-places’ (Augé 1995) themed to provide a sense of individuality, control and escape in a society that increasingly offers none.
机译:从数字游戏的第一天开始,以体育为主题的视频游戏就一直存在并且一直备受欢迎。但是,与许多其他类型的游戏相比,以体育为主题的视频游戏的研究仍相对较少。本文以“运动视频游戏”为例,提出了一种关键且定位的方法来理解视频游戏和游戏玩法。与许多现有的游戏玩法理论不同,例如“魔术圈”(Huizinga 1949 [1938]),该理论将玩法与普通生活分开,本文认为玩法应作为“对既有游戏者的控制”的延续。秩序”(Lefebvre(1991 [1974]:383)。它认为许多视频游戏,尤其是体育视频游戏可以被理解为“主题”空间;与其他主题位置(如快餐店和主题店)具有相似之处。这些都是“非场所”(Augé,1995年),主题是在日益变得无所作为的社会中提供个性,控制和逃避的感觉。

著录项

  • 作者

    Crawford, G;

  • 作者单位
  • 年度 2015
  • 总页数
  • 原文格式 PDF
  • 正文语种 en
  • 中图分类
  • 入库时间 2022-08-31 15:51:14

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