关键词
遊戲,電腦遊戲,分析,規則,表現,溝通,文化
摘要
從歷史起源上看,遊戲為我們提供了與人類基本活動有關的戲劇化模型,如播種收割(非洲棋)、戰爭(象棋)以及建造活動(拼圖)。然而,基於同一活動的遊戲會隨著遊戲的地點及時間而發生顯著的變化,因此,對傳統遊戲和視頻遊戲的比較分析能讓我們以新的有價值的見解去看待時代的流行文化。與象棋相比,表現軍事戰爭的視頻遊戲都有哪些主要的獨特之處?最流行的以模仿建造活動為趣的視頻遊戲和傳統的拼圖遊戲之間有著什麼樣的不同之處?本文的目的就是通過比較分析傳統遊戲和流行視屏遊戲的深層含義,探討類似這樣的問題。文章的理論和方法論框架的基礎是遊戲史、遊戲設計理論以及視頻遊戲表意理論。研究結果清楚揭示了將傳統遊戲與同類型的視頻遊戲區分開來的細微的含義上的差別,表明為本研究而建立的分析模型可以被用在進一步的研究中。最後,我們反思了遊戲背後的潛在意義和當代文化方面之間的關係。
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Pérez-Latorre, . (2012). From chess to StarCraft. A comparative analysis of traditional games and videogames. [Del Ajedrez a Starcraft. Análisis comparativo de juegos tradicionales y videojuegos]. Comunicar, 38, 121-129. https://doi.org/10.3916/C38-2012-03-03