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Gaming Expertise
Nordicom Review ( IF 2.0 ) Pub Date : 2020-07-07 , DOI: 10.1515/nor-2016-0024
Claus Toft-Nielsen

Abstract This article argues for an attempt to rethink what counts as gaming expertise. Often, expertise is configured as a fixed and measurable rather than relational capacity – having the necessary level of knowledge with a skill to become expert, or to rise above a particular and objectively defined level of competency. Drawing on interviews with women playing the massively multiplayer online game Massively multiplayer online games are games capable of supporting large numbers of players interacting, competing and cooperating, as they simultaneously inhabit the persistent open world of the game space. World of Warcraft, the article argues for an understanding of gaming expertise as a relational, highly contextual capacity, operating and embedded in everyday situations. Through the lens of gaming expertise, the article teases out the complex ways in which gender, technology and identity intersect and are constructed and negotiated in different social contexts.

中文翻译:

游戏专长

摘要本文主张尝试重新考虑什么才是游戏专业知识。通常,专业知识被配置为固定的和可测量的,而不是关系能力–具有必要的知识水平,需要具备成为专家或超越特定和客观定义的能力水平的技能。利用对玩大型多人在线游戏的女性的采访,大规模多人在线游戏是能够支持大量玩家互动,竞争和合作的游戏,因为他们同时居住在游戏空间的持久开放世界中。这篇文章主张将游戏专业知识理解为一种相关的,高度上下文相关的能力,并在日常情况下进行操作和嵌入。通过游戏专业知识,
更新日期:2020-07-07
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