Do We Need Permission to Play in Public? The Design of Participation for Social Play Video Games at Play Parties and ‘Alternative’ Games Festivals

Do We Need Permission to Play in Public? The Design of Participation for Social Play Video Games at Play Parties and ‘Alternative’ Games Festivals
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我们需要获得在公共场所玩游戏的许可吗?在 Play 派对和“另类”游戏节上参与社交游戏视频游戏的设计

DOI:
10.17645/mac.v6i2.1382
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发表时间:
2018
影响因子:
3.1
通讯作者:
Lynn H. C. Love
Lynn H. C. Love
中科院分区:
人文科学3区
文献类型:
--
作者:
Lynn H. C. Love

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游戏是人类的基础。它有助于理解自我,学习,创造力和放松。电子游戏的出现挑战了传统的游戏观念,将单人游戏体验引入了主要是社区社交活动的领域。随着技术的发展,公共游戏在视频游戏中找到了在线和现实世界的空间。在线流媒体、多人游戏和游戏中内置的观众模式支撑着在线公共游戏体验,而“另类”游戏节、游戏派对和电子竞技则为人们提供了真实的世界空间,让人们可以见面、玩耍和交流与玩和制作视频游戏相关的知识。本文报道了对社交游戏活动的研究,这些活动将人们聚集在同一空间来探索视频游戏的制作和玩。与策展人和活动主持人的专家访谈提供了定性数据,从这些数据中,设计过程被正式化为社会游戏的“参与模式”。四个关键领域的平衡提出了支持参与活动设计的核心考虑因素。对这些活动的研究还表明,它们的设计和促进参与有可能引起游戏制作和游戏实践的文化变革。
Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and to relax. The advent of video games challenged traditional notions of play, introducing a single player experience to what had primarily been a communal social activity. As technology has developed, communal play has found both online and real-world spaces within video games. Online streaming, multiplayer games and built-in spectator modes within games underpin online communal play experiences, whilst ‘alternative’ games festivals, play parties and electronic sports, provide real world spaces for people to meet, play and exchange knowledge relating to both playing and making video games. This article reports the study of social play events which bring people together in the same space to explore video games making and playing. Expert interviews with curators, and event facilitators provides qualitative data from which design processes are formalised into a ‘model of participation’ of social play. Four key areas of balance are proposed as core considerations in supporting participation in event design. The study of these events also suggests that their design and fostering of participation has the potential to evoke cultural change in game making and playing practices.