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Exploring the notion of ‘Grinding’ in massively multiplayer online role playing gamer discourse: the case of Guild Wars

机译:在大型多人在线角色扮演游戏玩家的话语中探索“研磨”的概念:《激战》

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摘要

The grind in Massively Multiplayer Online Games (MMOGs) has been described by game studies theorists as an inscrutable, paradoxical convergence of work and play (Dibbell, 2006; Yee, 2006), troubling previously held notions about the carefree nature of play as advanced by seminal theorists such as Johan Huizinga (1951). However, despite the recent academic fervor around MMOGs, examinations of the grind offer little insight into why players grind, and even less about what the grind means to its practitioners. Studying the collected forum and interview texts of a six-year old MMOG community, this dissertation adopts a Wittgensteinian approach to discourse analysis in an effort to learn more about the grind and what it means to the players who practice it. This ‘mapping out’ of the grind’s meaning in the Guild Wars community is intended to both start and/or contribute to a dialog in game studies that examines how play can be situated theoretically with respect to phenomena so often construed as undesirable by its players while also providing a functional instrument for others to adopt in their further analysis of this phenomenon.
机译:游戏研究理论家将“大型多人在线游戏(MMOGs)”的研究描述为工作与娱乐的一种不可理解的,自相矛盾的融合(Dibbell,2006; Yee,2006),这困扰着先前关于游戏无忧无虑本质的观念。开创性的理论家,例如Johan Huizinga(1951)。但是,尽管最近围绕MMOG展开了学术热议,但对磨削的检查并不能提供有关玩家为何进行磨削的任何见解,甚至对磨削对其从业者意味着什么的了解也很少。在研究了一个拥有6年历史的MMOG社区的论坛和访谈文本后,本论文采用维特根斯坦语进行话语分析,以期了解更多有关研磨的信息及其对实践者的意义。在行会战争社区中这种“地图”含义的“映射”旨在开始和/或促进游戏研究中的对话,该对话研究从理论上就如何将游戏如何定位于通常被其玩家视为不受欢迎的现象进行定位。还提供了一种功能性工具,供其他人进一步分析该现象时采用。

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    Bojin Nis Andre Holmboe;

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