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Fighting games and Go: exploring the aesthetics of play in professional gaming

机译:格斗游戏与围棋:探索专业游戏中的游戏美学

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摘要

This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.
机译:本文研究了竞争性和专业性计算机游戏以及实时流媒体中计算机游戏的不同文化含义。为此,它借鉴了安德鲁·费恩伯格(Andrew Feenberg)在1994年的工作,该工作探索了上世纪中期日本古代棋盘游戏的变化含义。我们认为,尽管Go随着报纸报道的增长和新型“西化”玩家的出现而审美化,但专业化计算机游戏的兴起却扰乱了这一趋势,由于以下原因导致了职业游戏竞赛的重新审美化。有助于职业球员成功和公众认知的许多非正式因素。在此过程中,我们考虑了广播的游戏玩法的美学因素,以及它们如何对玩家和游戏进行反思,并在过去二十年的计算机游戏中将这种转变定位为历史和文化,这是创意产业,娱乐业,媒体形式,并作为一种具体实践。

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