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The digital child at play: how technological, political and commercial rule systems shape childrenu27s play in virtual worlds

机译:数字儿童在玩:技术,政治和商业规则系统如何塑造虚拟世界中的儿童玩耍

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摘要

Over the past three decades, digital gaming has become an increasingly significant part of children’s culture. While this development has attracted significant academic attention, much less attention has been given to the technological dimensions of the games themselves. As critical theories of technology demonstrate, however, technological artifacts are far from “neutral.” Rather, technologies embody and at times reproduce the social, economic and political conditions within which they are constructed. Through the inclusion of certain technological affordances (and not others), design decisions, industry norms, legal/regulatory requirements, and programmed game rules, this thesis argues that corporate priorities and dominant discourses about children’s digital play become embedded within the very technical code of digital games. Focusing on game-themed virtual worlds, or massively multiplayer online games (MMOGs), this thesis uncovers the political and social dimensions of children’s MMOGs, and identifies the conditions these new game systems introduce into children’s play. Drawing on a multidisciplinary theoretical framework, the research methodology follows a two-level approach to children’s MMOGs as sites of struggle, in which children are in constant negotiation with the games’ formal and informal “rule systems,” which include industry trends, design choices, game rules, and government policy. A general overview of the children’s multiplayer online game environment is provided, and major trends are identified. In-depth analysis of six case studies is provided, which include Nicktropolis, BarbieGirls, Toontown and Club Penguin, Magi-Nation and GalaXseeds.Through design analysis, political economic analysis, and in-game observations, this examination reveals how systems of regulation, social assumptions and power relations are reflected within the rule systems contained within the design, management and configuration of the games and their players. The findings reveal that the games’ designs are much more restrictive than what is allowed by MMOG technologies, and that these games have adopted a rigid rule system aimed at aligning children’s play with commercial interests.
机译:在过去的三十年中,数字游戏已成为儿童文化中越来越重要的一部分。尽管这种发展引起了学术上的极大关注,但对游戏本身的技术维度的关注却很少。但是,正如关键技术理论所证明的那样,技术工件远非“中立”。相反,技术体现并有时再现了构建它们的社会,经济和政治条件。通过纳入某些技术能力(而不是其他能力),设计决策,行业规范,法律/法规要求和程序化游戏规则,本论文认为,企业优先级和有关儿童数字游戏的主流论述已嵌入到儿童的数字技术准则中数字游戏。本文以游戏为主题的虚拟世界或大型多人在线游戏(MMOG)为重点,揭示了儿童MMOG的政治和社会层面,并确定了这些新游戏系统为儿童游戏引入的条件。该研究方法基于多学科的理论框架,采用了针对儿童MMOG的两级方法,将其作为奋斗的场所,其中儿童一直与游戏的正式和非正式“规则系统”进行谈判,其中包括行业趋势,设计选择,游戏规则和政府政策。提供了儿童多人在线游戏环境的概述,并确定了主要趋势。提供了对六个案例研究的深入分析,包括Nicktropolis,BarbieGirls,Toontown和Club Penguin,Magi-Nation和GalaXseeds。通过设计分析,政治经济学分析以及游戏中的观察,本次考试揭示了监管系统如何社会假设和权力关系反映在游戏及其玩家的设计,管理和配置中所包含的规则系统中。研究结果表明,游戏的设计比MMOG技术所允许的限制要严格得多,并且这些游戏采用了严格的规则系统,旨在使儿童游戏与商业利益保持一致。

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    Grimes Sara Margaret;

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