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Online multi-user games: Playing for real

机译:在线多用户游戏:真实玩

摘要

The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond assessing digital games in terms of the text - structural features, aesthetic features and functionality - and examine the social and economic engagements of the players. The social engagements of online games derive from a complex interplay between the rules and affordances of a game, the user's offline context, and the online social world created with other players. In this analysis the game 'text'(the boxed product loaded onto the computer) is only one element of a much larger and more open text created by playing. Gamers create content – both through the activity of playing, and through creating 'mods', new levels, new 'skins',new modes of play, that are often appropriated and used by the development companies. Emergent industry models implemented by this form of content creation bring into question the idea that there are discrete consumers and developers. This paper interrogates the boundaries 'old' media studies invoke, of producers, audiences, and text.
机译:玩游戏的过程赋予游戏以中心意义,并且必须成为计算机游戏分析的核心–玩法是这种媒介的动力。为了专注于此,我不仅要评估文字方面的数字游戏(结构特征,美学特征和功能),还要研究玩家的社会和经济参与。在线游戏的社交参与源于游戏的规则和收费,用户的离线环境以及与其他玩家创建的在线社交世界之间的复杂相互作用。在这种分析中,游戏“文本”(装在计算机上的盒装产品)只是通过玩游戏创建的更大,更开放的文本中的一个元素。玩家通过玩游戏的活动以及通过创建“ mod”,创建新关卡,新“皮肤”,新玩法来创建内容,这些内容通常由开发公司使用和使用。通过这种形式的内容创建实现的新兴行业模型使人们质疑了离散的消费者和开发人员。本文探讨了“旧的”媒体研究对生产者,受众和文本的限制。

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    Humphreys Sal;

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  • 年度 2003
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