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1.
In tandem with the technological advancement of immersive virtual environments, digital games have evolved into complex social worlds where people play collaboratively to achieve individual‐ and group‐oriented goals. The massively multiplayer online games genre has received international attention for the large numbers of users that commit a significant amount of time and effort to online play. Play styles within such game worlds are diverse, but “raiding” is generally considered among gamers and scholars alike to be the most challenging form of collaborative play. Like other forms of social activity, raiding is predicated on players' abilities to successfully coordinate individual lines of action. Yet the vast majority of raiders are not physically copresent during their collaborative efforts. Using Couch's theory of coordinated action as an interpretive frame, we explore the computer‐mediated process of raiding in the massively multiplayer online game World of Warcraft by analyzing ethnographic data and audio/visual recordings of gameplay. Our study expands Couch's theory of coordinated action in two ways. First, we demonstrate how individuals and groups simultaneously engage in multiple forms of coordinated activity (e.g., conflict and cooperation). Second, we reveal two semiotic layers of coordinated action—the “subject‐subject” (i.e., intersubjective) layer that is facilitated through the game's user interface, and the “subject‐object” layer that comprises players' interactions with the user interface itself. Our study thus considers the potential of Couch's theory for the study of computer‐mediated communication and nonhumans in interaction.  相似文献   

2.
From Plato’s times to our contemporary age, theorists have spoken of art as being a mirror of life and sometimes argued against the notion. In his nonfiction essays on art and literature, Gogol' was also fond of the metaphor. Due to the frequency with which mirrors appear in his work, Gogol'’s oeuvre offers a unique opportunity for study of how the idiom of art-as-mirror transforms in the move from theoretical reflections to his fictional stories. Appealing to Meyer Abrams’s claim that the mirror has become a “constitutive” metaphor, this article assumes that: a) the potential problems the metaphor introduces are fair game in general theorizing, and b) the questions introduced into the texts by Gogol'’s fictional mirrors may also point toward problematic issues in his thought on art and development as an artist. The article surveys Gogol'’s use of mirrors in his fiction and relates them to their theoretical counterparts. Clear patterns emerge that parallel the geographical and meta-literary subject matter of his work. Ultimately, the article reveals how Gogol'’s evolving treatment of the mirror metaphor may offer insight into the sources of the author’s “creative decline.”  相似文献   

3.
This article examines the performativity of intellectual property in digital gaming environments, with a focus on Massively Multi-Player On Line Games (MMOGs). The analysis centers on the creation and management of goodwill, an intangible asset of considerable value to corporations based on affective bonds between consumers, corporations, and their commodities in the marketplace. Most critical analyses of intellectual property consider neither the centrality of goodwill to corporate management of their intellectual properties in digital environments, nor the significance of the legal conditions that structure activity in such contexts. We develop a theoretical framework based on cultures of circulation involving network sociality, circuits of interactivity and the extensibility of the computer/user interface. This enables us to better understand shifting relations of power and reciprocity between corporations and consumers in digital gaming contexts, where the division between player-consumption and player-production is increasingly blurred. Technological capacities for consumers to become producers of gaming content changes the terrain upon which conflicts between corporations and consumers about intellectual property are negotiated and enhances the value of goodwill. An examination of Linden Lab's Second Life – one of the fastest growing MMOGs and the first to affirm players’ intellectual property rights in their digital creations – provides an illustration of both the limits and possibilities afforded by goodwill as a form of emerging governance in game worlds.  相似文献   

4.
Video games are an enormous segment of popular media today, comparable to television and movies. Moreover, video games represent a new form of media distinguished from previous forms due to the interactive element, where game players have the ability to change and influence the game world. This paper contributes to the study of race and popular media by examining how race is presented in role‐playing video games through the feature of avatar creation. Capabilities for avatar creation are analyzed in over sixty massively multiplayer online role‐playing games (MMORPGs) in service as of early 2010 and twenty offline role‐playing games (RPGs) published over the past 10 years. The analysis shows that the vast majority of games, both online and offline, do not allow for the creation of avatars with a non‐white racial appearance. Forcing an Anglo appearance on avatars that purport to represent the player has the potential to reinforce a sense of normative whiteness as well as shape the social composition of online worlds into all‐white virtual spaces, contributing to the creation of a virtual “white habitus.”  相似文献   

5.
李贵森 《现代妇女》2014,(8):207-208
幼儿处在迅速生长发育时期,体育对幼儿的全面发展,身体成长有着重要的作用。本文应用文献资料法、观察分析法对5-6岁大班幼儿身体发展特点进行分析,并针对其身体特点安排创新性体育游戏小动物搬家和少林小子。通过对游戏案例观察与反思和游戏效果进行分析给出相应建议。以期通过幼儿体育活动创新提高幼儿体育活动效率。  相似文献   

6.
This article looks at racism, nationalism, and culture wars within multicultural Internet communities, specifically looking at Omerta, an international mafia‐themed text‐based massively multiplayer online role‐playing game (MMORPG). Omerta allows players to live and create a world of their own where groups of players, called families, interact and work together in peace and war. The text‐based aspect leads the majority of play dealing with negotiations in multi‐user chat (Internet Relay Chat), with the focus being on diplomacy and negotiation. Within the Omerta game, players of Turkish nationality have been refused admission into some families due to the perception that their primary loyalties are to other members of their own nationality, rather than members of their current family. This has led to much turmoil within the community and the creation of “Turkish Alliances”— families consisting of only Turkish players due to the lack of recruiting from other nationalities. What does this say about the functionality of multiculturalism and the possibility for success?  相似文献   

7.
The United States is having an “interrogation moment,” where increasing attention is being paid to what happens when suspects are questioned by the police. The manner in which confessions are secured can go directly to a society's sense of justice and fairness, as nowhere are positions of power and vulnerability so pronounced as in the interrogation room. This paper contributes to our understanding of police interrogation through discussing what we refer to as playing the interrogation game. We explore how rapport‐building helps to create a sense of collaboration between suspect and police. However, once a suspect agrees to answer questions and waives Miranda rights, the game changes. The new game can be more adversarial, aiming for the suspect to give a confession usable toward prosecution. We discuss how police, by knowing and shaping the rules of the interrogation game, have an advantage in the game which makes it very difficult for the suspect to win. Finally, we propose a number of recommendations that could foster a better balance in playing the game. A video abstract is available at https://tinyurl.com/ycqvp94k  相似文献   

8.
This research investigates how children from an affluent city in the UK exercise agency to construct their economic worlds. A survey (n = 484) showed that children (ages 10 to 14 years) conduct a range of monetary and non‐monetary activities. A second study (n = 83) with diaries, self‐documentation, and parental questionnaires, showed that children's economic activity involves individual and social motivations, occurs in formal and informal contexts, and is often self‐regulated. Parents acknowledge children's monetary activities and neglect non‐monetary activities. The results suggest that children's agency unfolds in diverse economic activities shaped by contextual factors and interactions with peers and parents, thereby supporting a relational view of children's agency.  相似文献   

9.
Boundary Spaces     
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being.  相似文献   

10.
Using a creative interdisciplinary method of enquiry, this article seeks to exorcise the spectres of revolutionary creolisation embedded in George Washington Cable’s 1880 novel The Grandissimes. It probes, in particular, the secreted traces of the Creole diaspora triggered by the Haitian Revolution of 1791–1804, and attempts to peel back the manifold layers of ideological occlusion embedded in the (ostensibly white, Anglo-American) narrative frame of Cable’s omniscient narrator and his protagonist Joseph Frowenfeld, which suppress the connections between inter-American identities across diverse, revolutionary, creolistic worlds in Louisiana and the Gulf South. Unlike other studies examining traces of the Haitian Revolution in The Grandissimes, which tend to focus on the parallels between fictional and historical figures in Cable’s southern romance, this article dissects the subtle allusions to the revolution and the attendant diaspora found in the plantation infrastructures and the urban landscape of Cable’s Louisiana. In so doing, it demonstrates how Saint-Domingan migrants affirmed and reinvigorated the cultural landscape of the ‘Creole’ South and ‘circumvented’ the ideological spread of ‘Americanness’ at the time of the Louisiana Purchase, and during successive moments thereafter.  相似文献   

11.
This study tries bridging between different behavioral economic explanations for the lack of support of the uncertainty of outcome hypothesis in spectator sports. We test a measure of perceived game uncertainty that is comparable to objective measures frequently tested in the literature. Econometric results suggest that fans do not perceive closeness of a game differently than how economists have tended to measure it. However, fans' perceptions of suspensefulness are distinct from their perceptions of game uncertainty. Moreover, the finding that fans' preferences for game uncertainty are dominated by loss aversion also emerges—independently of fanship status—in our stated‐preference setting. (JEL L83, D12, Z2)  相似文献   

12.
What is the significance of caring for thinking and knowing? Thinking and knowing are essentially relational processes. Grounded on a relational conception of ontology the essay argues that ‘thinking with care’ is a vital requisite of collective thinking in interdependent worlds, but also one that necessitates a thick vision of caring. A speculative exploration of forms of thinking with care unfolds through a rereading of Donna Haraway's work, specifically of its take on feminist discussions on the situated character of knowledge. The notion of thinking with care is articulated through a series of concrete moves: thinking‐with, dissenting‐within and thinking‐for. While weaving Haraway's thinking and writing practices with the trope of care offers a particular understanding of this author's knowledge politics, the task of caring also appears in a different light.  相似文献   

13.
Telling the difference between primary psychosis, cannabis intoxication and cannabis‐induced psychosis is challenging but important, especially now that it's known that almost 50% of cannabis‐induced psychosis precedes primary psychosis. A fictional case study reported in Paediatrics & Child Health makes these challenges come to life. But the purpose of the case study is only as an introduction to the meat of the article, which is how to differentiate between the three. The authors are psychiatrists from Canada.  相似文献   

14.
Abstract Frames theory has been widely used to explain the dynamics of group processes and decision‐making. Some researchers have applied frames theory to policy adoption and implementation. Following from this, my research applies frames analysis to a regulatory program in coastal Louisiana. The data derive from a pre‐Hurricane Katrina study of the effectiveness of Louisiana's Coastal Resources Program in building coastal zone management (CZM) capacity among local decision‐makers. In this paper, I examine the potential influence of three independent variables (Local Coastal Program development, type of respondent, and frequency of coastal zone management interaction) on the level of agreement with regulator frame ideology. The frames analysis shows that parishes with Local Coastal Programs (LCPs) have a significantly stronger presence of regulator framing than do parishes without LCPs. Among the three types of decision‐makers (CZM administrators/staff, CZM advisory panel members and parish council or police jury) regulator frame agreement is particularly strong among advisory panel members, while agreement with regulator frames is lowest among parish council or police jury officials. Respondents reporting more CZM interaction exhibit higher levels of regulator frame agreement. OLS regression shows that the conditions of having an LCP, or being a panel member and having greater frequency of CZM interactions significantly increase the likelihood of regulator framing. These findings demonstrate the importance of the LCP process in the shaping of frames congruent with lead agency ideology.  相似文献   

15.
We study the minimal contributing set (MCS) game, a three‐person sequential step‐level public goods game. The behavior of critical third players changes with experience in this game even though they face no strategic or payoff uncertainty. We explore why these changes occur by manipulating subjects' experience in the first half of the experiment. The treatments give subjects very different initial experiences, but all treatments move subjects' choices toward experienced subjects' play in the control sessions. Long‐run play is indistinguishable across treatments. Our results are more consistent with the “discovered preferences” hypothesis ( Plott 1996 ) than either the “constructed preference” or “reference point” hypotheses. (JEL H41, C72, C92)  相似文献   

16.
This paper develops a systemically informed tool‐kit of therapeutic ideas for working with stepfamilies. First, systemic thinking is applied to the stepfamily context, and compared to traditional stepfamily lenses. Second, an integrative frame is used to incorporate a range of systemic therapeutic practices, to match four specific stepfamily issues. These practices are demonstrated through a fictional clinical vignette weaved throughout the paper. Finally, the challenge of being flexible in integrating theory is discussed.  相似文献   

17.
Abstract

This essay empasizes the dimensions of opticality in Freud's Beyond the Pleasure Principle and in Caruth's Parting Words. Thinking how to move from the ‘o‐o‐o‐o’ to the ‘a‐a‐a‐a’ central to the Fort/Da game, suggest that ‘u’ must be drawn into the creative act that inspires testimony, critical theory, psychoanalysis and love.  相似文献   

18.
Parents of children with defiant behaviour are frequently encouraged to establish clear behavioural expectations and consistency. Yet parental exhaustion, the constancy of the child's demands, and the child's push for control may compromise the success of the behavioural approach, leaving the family and therapist to search for other methods. This paper introduces parenting strategies developed as part of the ‘C Plus C — K Program’ for parents of primary school aged children (age range 5–12 years) with major behavioural problems. The program encourages parents to utilise relationship‐building parenting strategies. It is anticipated that over time, the child will develop self‐regulatory ability in situations of stress, leading to a reduction in problem behaviour. Preliminary data suggests that the program may be effective in achieving this aim. C Plus C strategies are illustrated with a fictional vignette based on common parenting situations.  相似文献   

19.
Responsibility is a key concept in policy and public debate about the lives of children and families. On the one hand, parents are assumed to take responsibility for children's well‐being; on the other, children and young people are blamed and frequently punished for “irresponsible” or anti‐social behaviour. The article deconstructs the concept of responsibility from children's perspectives. Data are taken from a pilot study of 29 children aged nine and 10 in the East Midlands, England. In‐depth interviews revealed that children assume a series of responsibilities in the home and that these are understood as an inevitable and “normal” part of daily life. Children also described the basis of “being responsible” as underscored by two core values (honesty and fairness) and indicated that responsibility was a crucial part of their moral worlds. These moral understandings were, however, malleable. They were particularly mediated by the child‐parent relationship and were constantly being negotiated and renegotiated in the home.  相似文献   

20.
ABSTRACT

This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.  相似文献   

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