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Split-Screen: Videogame History Through Local Multiplayer Design
Design Issues ( IF 0.4 ) Pub Date : 2022-03-14 , DOI: 10.1162/desi_a_00634
Veli-Matti Karhulahti , Pawel Grabarczyk

By looking at videogame production through a two-vector model of design—a practice determined by the interplay between economic and technological evolution—we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern's contextual function due to techno-economical evolution.

中文翻译:

分屏:通过本地多人游戏设计的视频游戏历史

通过通过双向量设计模型(一种由经济和技术发展之间的相互作用决定的实践)来观察视频游戏制作,我们认为共享屏幕播放,作为协作和竞争,最初在视频游戏设计中是一种理想的模式,但此后,由于行业转型而成为问题。这是作为我们所谓的设计残留性的一个例子引入的:由于技术经济的发展,设计模式的上下文功能的暂时丧失。
更新日期:2022-03-14
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