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Social gaming and discursive play: Video games as communicative exchange.

机译:社交游戏和话语游戏:视频游戏作为交流交流。

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摘要

This dissertation shows that video games are a highly social phenomenon, and playing is a form of expression. Traditionally, however, the study of the phenomenon has focused primarily on its socially detrimental `effects.' I argue that this is the result of applying a linear, informational model of communication in studying video games. In its place I offer a contextual approach, and situate contemporary video games in a larger set of media practices.Conventional wisdom on video games makes the following two assumptions. The first is that play, leisure and games are frivolous activities that exist as separate realms from everyday life. The second is that games "cannot express ideas, impressions, feelings, or information unrelated to the game itself" (Limbaugh 2002) Combined, these assumptions treat video games as a suspicious activity that encourages a-social behavior---a loss of social capital if not outright violence. The current study challenges this traditional approach by assessing that contemporary game play serves as an important site for social intercourse, because it facilitates interpretative, collaborative and experimental practices (e.g. modding) within a larger media environment.After setting up a theoretical framework built on contemporary media practices, the military roots of video games, and an assessment of their visual components, I present three pieces of original research. First, I offer an in-depth `reading' of a video game called Command & Conquer: Generals, followed by a study of message board discussions related to the game, and finally a content analysis of user-created mods. Ultimately I conclude that playing video games is a highly social activity and exists as a vital element of contemporary media experience.
机译:论文表明,视频游戏是一种高度的社会现象,而游戏是一种表达形式。然而,传统上,对该现象的研究主要集中在其对社会有害的“影响”上。我认为这是在研究视频游戏中应用线性信息交流模型的结果。取而代之的是,我提供了一种情境方法,并将当代视频游戏置于更大范围的媒体实践中。关于视频游戏的传统观点做出了以下两个假设。首先是娱乐,休闲和游戏是无聊的活动,与日常生活分开存在。第二个是游戏“不能表达与游戏本身无关的想法,印象,感觉或信息”(Limbaugh 2002),这些假设结合起来,将视频游戏视为鼓励a-社会行为的可疑活动,即丧失社交性。资本,如果不是彻底的暴力。当前的研究通过评估当代游戏玩法是社交活动的重要场所,挑战了这种传统方法,因为它有助于在更大的媒体环境中进行解释,协作和实验性实践(例如改装)。媒体实践,视频游戏的军事根源以及对其视觉组成的评估,我提出了三项原创性研究。首先,我对“命令与征服:将军”视频游戏进行了深入的“阅读”,然后研究了与该游戏有关的留言板讨论,最后对用户创建的mod进行了内容分析。最终,我得出结论,玩电子游戏是一种高度社交活动,并且是当代媒体体验的重要组成部分。

著录项

  • 作者单位

    Columbia University.;

  • 授予单位 Columbia University.;
  • 学科 Multimedia Communications.Recreation.Mass Communications.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 242 p.
  • 总页数 242
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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