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Between Play and Design: The Emergence of Hybrid-Identity in Single-Player Videogames.

机译:在游戏和设计之间:单人视频游戏中混合身份的出现。

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摘要

This dissertation examines the complex nature of identity in single-player videogames. It introduces the concept of hybrid-identity and proposes an analytical framework to deconstruct gameplay across genres to distinguish moments of identity emergence.;While identity research commonly focuses on the player or the player-character (or both), the concept of hybrid-identity is a fluid, at times fleeting form of identity that exists between the player and the player-character. Hybrid-identity develops during the networked process of videogame play and necessarily includes the player (experience, play-context, etc.), the game environment (design, mechanics, etc.), and the mediating technology (computer, console, etc.) that facilitates gameplay.;In order to delineate the different aspects of gameplay that contribute to the emergence of different types of identity, a multifaceted framework was devised to isolate specific interactions between the player/player-character, player-character/non-playing character, player/game environment, player-character/game environment, and player/player. This framework was coupled with a secondary frame which includes examining the specificities of the individual player and the mediating technologies that facilitate gameplay. A systematic analysis of gameplay and design elements of three different games; Mirror's Edge (DICE, 2008), Alone in the Dark (Eden Games, 2008), and Fable 2 (Lionhead Studios, 2008) was performed to illustrate the varying degrees of identity emergence in different game structures.;The utility of the framework is demonstrated by comparing the three gameplay analyses and highlighting the elements that contribute to (and possibly hinder) identity development and more specifically, the emergence of hybrid-identity. These three examples form the foundation for a more in-depth discussion on the definition, context, and process of hybrid-identity in videogame play.;Keywords : Single-player videogames, identity, play, design, structure, research methods.
机译:本文研究了单人游戏中身份的复杂性。它介绍了混合身份的概念,并提出了一个分析框架来分解不同类型的游戏玩法以区分身份出现的时刻。;虽然身份研究通常集中于玩家或玩家角色(或两者),但混合身份的概念是一种不稳定的身份,有时在玩家和玩家角色之间存在短暂的标识形式。混合身份在视频游戏的网络化过程中发展,并且必然包括玩家(体验,游戏上下文等),游戏环境(设计,机制等)以及中介技术(计算机,控制台等)。 ),以便于描述造成不同类型身份出现的游戏玩法的各个方面,设计了一个多方面的框架来隔离玩家/玩家-角色,玩家-角色/非玩家之间的特定互动角色,玩家/游戏环境,玩家角色/游戏环境以及玩家/玩家。该框架与辅助框架结合在一起,该辅助框架包括检查单个玩家的特殊性以及促进游戏玩法的中介技术。对三种不同游戏的游戏玩法和设计元素进行系统分析;进行了《镜之边缘》(DICE,2008),《黑暗中的孤独》(Eden Games,2008)和《寓言2》(Lionhead Studios,2008)的演示,以说明不同游戏结构中身份出现的不同程度。通过比较三种游戏玩法分析并突出显示有助于(并可能阻碍)身份发展的元素,更具体地讲,混合身份的出现证明了这一点。这三个示例构成了对视频游戏玩法中混合身份的定义,背景和过程进行更深入讨论的基础。关键字:单人视频游戏,身份,玩法,设计,结构,研究方法。

著录项

  • 作者

    Boudreau, Kelly.;

  • 作者单位

    Universite de Montreal (Canada).;

  • 授予单位 Universite de Montreal (Canada).;
  • 学科 Multimedia communications.
  • 学位 Ph.D.
  • 年度 2012
  • 页码 377 p.
  • 总页数 377
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 肿瘤学;
  • 关键词

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