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Preparing for A Game Studies Project
如何談一個有關電玩的問題

p.154-155(虹儀)
The hermeneutic circle helps to comprehend why a change in the topic of paper is often a good sign.
詮釋學循環有助於理解為什麼改變文件的標題往往是一個好現象

As a student learns more about the nature of phenomenon, or comes across a method or concept that opens up a fresh perspective into it, the precise focus and formulation of a research question is likely to change.
作為一名學生學習更多有關這種自然現象,或開創一個新觀點納入一種方法或概念,精確的聚焦和研究問題的構想是可能會改變

Too early fixation on a particular approach means easily missing the point, as the research question has not yet been informed by the research process at this point; but the decision of subject should not be too late, either.
當研究問題尚未經由研究過程在這一點上得到依據,太早固定在特定的方法手段容易遺漏重點;但問題的決定也不應推遲太晚。

To give a very rough guideline, one could imagine dividing the available time for a game study project into three parts, and then dedicating the first third to 'pre-study' (playing games, searching of literature, reading, making notes and outlining the work), the second third to gathering and analysing data and the last third to writing and proof-reading the actual research paper.
給予一個非常粗略的準則,我們可以想像將遊戲研究計畫可用的時間,劃分為三個部分,然後奉獻三分之一來'預先研究'(玩遊戲,搜索文獻,閱讀,決策,和概述成果),第二個三分之一收集和分析數據,然後最後三分之一書寫和校對實際研究論文。

It is easy to underestimate time and effort required by each of these phases.
人們很容易低估的時間和成就所需的每一個階段。

The final selection of subject matter, research question and approach is fixed during the first of these three phases, and one should always consult one's academic supervisor while considering these fundamentals-having consultations as early and as much as is needed at this stage is crucial. 最開始的三個階段,最後選定的主題、研究問題和方法是固定的,以及隨時可商議自己的學術指導者,同時儘早考慮這些基本要素進行協商,是這個階段關鍵的。

One practical way of scaling down the workload associated with certain research questions is to focus the paper on a certain subset within one's field of interest.
一個切實可行的方式縮減工作量,因為該研究某些研究問題的重點是某些令人感興趣的領域。

The ultimate goal might be to understand the nature of interaction in a multiplayer FPS game, for example, or the character of related gameplay experience; but the start might involve describing some of the core gameplay features in one particular map of one particular game.
最終目標可能是理解多人互動FPS遊戲的性質,例如,或性質相關的遊戲體驗,但一開始需要描述一個特別遊戲的一些核心遊戲特徵是在一個特殊地圖。

Even this kind of narrowed-down approach can require substantial amounts of work, as there are surely many differences between the same map as played alone, against bots of certain difficulty level, or when experienced in a deathmatch tournament against experienced players.
即使這種縮小的方法可能需要大量的工作,因為肯定有許多差異在相同的地圖獨自發揮,對機器人的某些難度,或熟練的在死鬥賽對抗經驗豐富的玩家。

Some of the central principles of scientific thought are important to consider while selecting one's research subject. Particularly, be cautious while aiming to make substantial claims about 'all games' or ‘all players'. Claims of facts made in academic contexts always involve a certain burden of proof, which becomes higher the more substantial the findings or statements claim to be.
科學思想的一些中心原則是重要的考慮,當選擇自己的研究課題時。特別要小心,當旨在聲稱有關'所有的遊戲'或'所有的玩家'時。事實的要求在學術背景總是涉及某些舉證責任,成為越來越高的大量調查結果或主張聲明

The motivation of study might be on discovering the hidden universals behind all games and play, but as an academic paper, your study is much more convincing if it is narrowed down into a subject matter that you really can confidently claim to know very well and discuss in an informed manner from an academic perspective as well.
研究動機可能發現所有的遊戲背後隱藏的普遍現象,但作為學術論文,你的研究是更加有說服力的,如果它是縮小成一個題材,你真的可以放心地聲稱知道地非常清楚,也從學術觀點詳述所知道的方式。

To give you a concrete idea what kind of titles papers presented in scientific conferences carry, Table 8.1 offers a list chosen to illustrate the variety of research work presented in the DiGRA 2005 conference in Vancouver, Canada.
為了讓您有一個具體的想法,在科學會議進行中提出的是什麼樣的論文,表8.1提供了一個清單去說明各種研究工作,在DiGRA(數位遊戲研究協會)2005年於加拿大溫哥華舉行的會議。

A good and informative title communicates the general idea of what the paper is about to discuss. The title is, nevertheless , not the same as the research.
一個良好的和詳實的標題傳達,什麼是論文所要討論的一般想法。儘管如此,標題是不一樣的研究。


Table 8.1 Selected titles of papers presented in Chancing Views - Worlds in Play.
表8.1選定的論文標題提交在Chancing Views-遊戲的世界。

Build It to Understand It: Ludology Meets Narratology in Game Design Space
建立它的理解是: Ludology遇見敘事學在遊戲設計空間

Frame and Metaphor in Political Games
政治遊戲中的結構和隱喻

Shadowplay: Simulated Illumination in Game Worlds
影子戲 :模擬光照的遊戲世界

Towards an Ontological Language for Game Analysis
建立一個本體論語言的遊戲分析

Fundamental Components of the Gameplay Experience: Analysing Immersion
遊戲體驗的基本組成部分:分析投入(沉迷程度)

Push. Play: An Examination of the Gameplay Button
推。播放:遊戲按鈕的調查

The Things We Learned on Liberty Island: Designing Games to Help People Become Competent Game Players
我們在自由島學到的東西:設計遊戲來幫助人們成為能幹的遊戲玩家

Presence Experience in Mobile Gaming
在手機遊戲的存在經驗

Designing Goals for Online Role-players
設計目標為線上角色扮演

Girls Creating Games: Challenging Existing Assumptions about Game Content
女孩開發遊戲:挑戰現有的遊戲內容假設

Understanding Korean Experiences of Online Game Hype, Identity and the Menace of the 'Wang-tta'(韓文孤立之意)
了解韓國的線上遊戲經驗宣傳,孤立的身份和威脅

Early Games Production in New Zealand
早期的遊戲在紐西蘭生產

Evolution of Space Configuration in Videogames
遊戲卡帶(電視遊樂器)空間型態的演化

Interactive Story Writing in the Classroom: Using Computer Games
課堂上互動故事的寫作:使用電腦遊戲

Playing Through: the Future of Alternative and Critical Game Projects
比賽方法是:未來替代性和批判性的遊戲計畫

Playing with Non-Humans: Digital Games as Techno cultural Form
與非人類玩遊戲:數位遊戲作為科技文化的形態

Learning Games as a Platfrom for Simulated Science Practice
學習遊戲作為一個平台模擬科學實踐

The Design of Narrative as an Immersive Simulation
實境模擬的故事設計

Opening the Production Pipeline :Unruly Creators
開放生產管道:難以駕馭的創作者

Who Owns My Avatar?-Rights in Virtual Property
誰擁有我虛擬世界的另一個人?權利在虛擬所有權

p155-157(佑睿)
selecting and building the toolbox of methods
選擇建立工具箱的方法

individual methods can be described as means to do research and pursue knowledge, and together a set of methods and rationale for employing them form a methodology.
as the interdisciplinary range studies includes studies with distinctly humanities and social sciences-related approaches as well as research work with mostly technical or artistic emphasis
there is no single methodology organizing work done within game studies ., rather,every researcher needs to construct their own toolbox of methods to suit their particular approach.
this can community, since the choice of methodology is tightly related to the overall goals of research and its underlying philosophy. within a more mono-cultural field,
the underlying assumptions of methods can easily be passed over, but in an interdisciplinary field like game studies it is important to state explicitly what kind of knowledge one is aiming at and why.
such fundamentals form the ontological and epistemological basis of research.
運用個人的方法追求知識和研究可以被描述為一種手段,來作為跨學科的研究範圍包括人文研究和社會學科有關的方法以及工作。
在遊戲研究這個組織架構下,沒有任何單一的方法可以解釋它,。相反,每一個研究人員需要建造屬於自己的一套方法,來適應它。
這是可以了解的,因為選擇的方法與總體目標的研究和它的基本理念息息相關。在一個更加單一文化的領域中,所依據的假設的方法可以很容易地被略過去了,但在一個多學科研究領域中,諸如像遊戲這個產業類別,重要的是要明確表答什麼樣的知識及為什麼。
這種基本形式是本體論和認識論的基礎研究。

ontology is concerned with the existence of what games or play are fundamentally,epistemology deals with the nature of knowing and knowledge.
how can we study and learn to know games and play as they are ontologically defined? according to thomas kuhn(1996.),
a sociologist of accepted views on the subjects of study as well as of proper ways to structure research questions, methodologies and interpretations of results.
even if it is still too early to talk about established paradigms within or among varieties of thought,
thus,both the adopted methods and the language used to discuss them are interconnected as forms of social practice or as academic discourses of power.
本體論說的是遊戲或者是比賽的骨幹,認識論則涉及它的性質,認知與知識。(大概是說一個是有形的,一個是無形的吧! 什麼鬼!)
我們如何能夠從遊戲和比賽中研究和學習知識呢及說出個所以然來呢?是因為它們能從實體界定?以上根據托馬斯庫恩說述(1996)
社會學家們也來參一腳,提供了一些見解:「接受主體的研究,以及運用適當的方式來結構研究問題及方法,最後解釋結果。」(狗屁)
我們談論在遊戲或比賽中建立典範或者是類別間的思想,無論是通過什麼樣的方法以及所使用的語言來討論這些問題的相互關聯性,上述各種形式的社會實踐或學術話語權力,於此時似乎仍言之過早。

in discussing methodology issues on the basis of their central subjects of study, there appears to be currently at least three main areas within game studies. the first area is research
that principally aims to study games and their structures., the second kind of research is mostly focused on understanding game players and their play behaviours.,a third distinctive area involves researching game design and development-even if in reality there is much three main areas. the disciplinary history of game studies was discussed in the first chapter of this book, and it is relevant also in this context.
在討論問題的方法的基礎上,我們目前,至少有三個主要領域內的遊戲研究可以拿來說說。第一個方面是研究遊戲的結構及其本身。第二種的研究主要集中在了解遊戲玩家的行為和他們如何在遊戲中大展身手。 ,第三獨特的研究領域涉及遊戲設計和開發,即使在現實中有很多領域。另外以紀律、史詩遊戲為背景的研究也是個主題,在這本書的第一章就曾經提出來過,各個看倌翻到前面自已看。


as scholars working in each of these three areas bring with them the methodologies typical for their original disciplines , studies that involve analyses of individual games or cultural interpretations of their significance are often rooted in a methodology typical for the humanities , whereas play and player studies are generally informed by social sciences methodologies. studies in game design research have a variety of methodological traditions to draw upon,including those of technical and computer sciences, and approaches in art and design studies, some of the most interesting current work in game studies consists of attempts to fit together and synthesize these diverse traditions into unique new approaches and methodologies, this book is also promoting such efforts,perceiving important strengths and opportunities being available for game studies as a field of learning dedicated to understanding both game, game design and players, and their dynamic relationships in the practices and processes of games cultures.
說實在的,作為學者的工作,是在這三個領域為各位帶來了他們的方法,建立典範、從原始學科中加以分析研究,而涉及個人遊戲或文化的解釋這方面,其意義往往根植於一種方法,就是人文典型,(什麼鬼呀) 而遊戲和遊戲平台的研究一般的透過社會科學方法。來研究遊戲的設計,因此有各式各樣的方法,這部分有傳統可以借鏡。(狗屁) 例如:包括技術和計算機科學和方法藝術與設計研究...等等。其中最有趣的遊戲研究,是企圖配合和綜合一些不同的傳統,成為獨特的新方式和方法,也就是跨類型的遊戲(大概跟跨類型電影一樣吧! ) 跨類型這東西,也是這本書努力提倡的部分,另外,感知重要的優勢和機會在研究裏頭,可用於遊戲作為一個學習領域,這些都致力於了解遊戲,遊戲設計和玩家們之間的動態關係,也是設計遊戲做法的重要關鍵因素,這個程序已成為遊戲文化的一部分。

there is no room in this book to discuss thoroughly the multiplicity of relevant methods, nor their theoretical backgrounds, and the reader is advised to consult specialized volumes while starting their own study projects. the following will briefly present some important approaches and related considerations to offer an introductory overview. particular attention here is paid to the methods related to the social sciences traditions because of their overlap utility and application for cultural studies and design research methodologies alike .
礙於篇幅的關係,這本書無法徹底討論遊戲的多樣性及其有關的方法,而遊戲本身也沒有自已的理論背景,在這裏建議讀者諮詢專業相關部門,從自己感興趣的項目開始的研究。而下篇我將簡要介紹了一些重要的遊戲設計方針和與之相關的考慮因素,以提供一個介紹性的概述。特別注意這是支付給該方法涉及到社會科學的傳統,因為它們與公共事業及應用的研究和設計文化的研究方法有重疊的地方。

p157-158(瑩宜)
Humanities methods(人文方法)
The methodological range of humanities is great, and numerous approaches have been applied to the study of games. The influence of such fields as literary and textual studies or music and performance studies has already research into games will involve some of the conceptual tools or underlying philosophy derived from semiotic and structuralism thought. These traditions involve studying systems like human language, psyche, and society or, as in our case, a digital game, through an analytical process which involves identifying the constituent elements and their underlying structures, as well as describing the rules for their combination within the subject of study. The process of semiotic analysis focuses on the signifying potentials in such system through identification of its most important signs (or "signifiers" in semiotic parlance), describing how these combine into larger structures and finally interpreting how meaning is produced within the context of this sign system.
許多偉大的人文研究方法已應用於研究遊戲的影響等領域的研究。文學和文字或音樂和成效的研究已經進入遊戲的研究,其中,涉及一些來自符號學和結構主義思想概念工具或基本理念。這些傳統的學習系統,如人類語言,心理,社會,可以用來分析數位遊戲並了解它涉及構成要素及其基本結構以及描述的規則與組合內的研究的內容。這一系列的符號學分析的重點是象徵潛力在這種系統是通過確定其最重要的標誌(或"能指"的符號學用語),說明如何將這些結合成較大的結構和最終解釋的含義是如何產生的範疇內這一跡象系統。

Generally known as "textual analysis", this kind of methodology often also involves discussing games as texts, or in textual terms as compels and multimodal signs that are constituted by other signs. When called "discourse analysis", the emphasis is on uncovering how conventions in language (or in games, then they are considered as media) make certain ways of representing or thinking to appear as self-evident and natural, even if they carry certain power relations within them, Within such approaches, interstitial or intermedial comparisons are used to highlight hidden similarities and differences between games, or areas of media and culture, thereby extending the range of interpretation. Textual analyses are influenced to a varying degree by post-structuralism thought which rejects the structuralism search for universal cultural logic, or any single authorial meaning, and rather aims to reveal how the signification processes are always inherently multiple and conflicting. Literary and media studies have contributed to this assemblage of humanistic game studies methodologies its own conceptual tools, ranging from discussions of character, narration, dramatic arc or theme, to point of view, cut scenes and camerawork familiar from film studies. Cultural studies style of analysis often also subjects the text to ideological critique that is informed by Marxist, feminist or psychoanalytic thought. The works of British game researchers published in Screenplay (Kind and Krzywinska, 2002) and Game Cultures (Dove and Kennedy, 2006) are good example of such approaches.
一般稱為"語篇分析" ,這種方法往往還涉及討論遊戲文本,或在文本條款迫使和多式聯運的跡象表明,是由其他標誌。當所謂的"話語分析" ,重點是揭露如何公約語言(或在遊戲中,他們被視為媒體)進行某種方式的代表或思想出現是不言自明的和自然,即使他們進行一定的權力他們的關係,在這種辦法,間質性或使用中間比較突出隱藏異同遊戲,或地區的媒體和文化,從而擴大了範圍的解釋。語篇分析的影響,在不同程度的後結構主義思想反對結構主義尋求普遍文化邏輯,或任何一個單一作者的意思,而是旨在揭示的意義進程總是天生多重的和相互衝突。文學與傳媒研究促成了這一組合的人文遊戲研究方法自己的概念工具,從討論的性質,敘事,戲劇性的電弧或主題,以角度來看,減少熟悉的場景和攝影從電影研究。文化的分析研究,也往往偏向馬克思主義者的文化批判,或精神分析女性主義思想。像這種辦法對於這個的英國研究人員發表在遊戲劇本和遊戲文化有很好的例子。

Such humanities disciplines as history and visual art studies also have much to contribute to the methodological range of game studies. There are many special challenges related to the archival and identification of software and hardware histories, and the systematic approaches developed within library and information studies are useful for such studies. The study of language, literature and beliefs created and circulated among game cultures can also draw upon the methodological traditions of various humanities disciplines. This book has, to a large degree, been influenced and informed by games research work done using humanistic methodologies, while the impact of the next two groups of methodologies has also been great.
這樣的人文學科,歷史和視覺藝術的研究方法對於研究各種遊戲也有很大貢獻。有許多特殊的挑戰有關的檔案和標誌的軟件和硬件的歷史,和系統的方法制定的圖書館和信息研究是有益的此類研究。這項研究的語言,文學和信仰之間的創建和分發遊戲文化也可以借鑒的方法傳統的各種人文學科。這本書已在很大程度上影響和知情的遊戲研究工作方法,使用人性化,而所產生的影響未來兩年集團的方法也已很大。

Going back to the sample assignments featured earlier in this book, particularly "Remediation of a non-digital game" is based on a humanities approach: it involves adopting an analytical stance towards games, making analytical distinctions between such key elements as game controls, game mechanics and visual representation of the game interface. It also involves comparative structural analysis, since it requires comparing non-digital game with its digitalized version. Also the assignment "Alternative Games History" with its historiographic approach is rooted in the humanities.
回到樣本轉讓精選早些時候在這本書,特別是"整治非數字遊戲"是基於人文的辦法:它涉及了一個分析的態度遊戲,區分決策分析等關鍵要素的遊戲控制,遊戲力學和視覺表現的遊戲界面。它還涉及結構分析比較,因為它需要比較非數字遊戲與數字化的版本。此外,轉讓"另類奧運會歷史"的史學方法是植根於人文。

p.158-160(小羊)
Social sciences methods
1.電玩研究中工具的效值再傳統的社會科學中具有一定的效度且廣泛程度。對人文科學跟自然科學有不同的影響,通常在研究中還察覺出科學方法。人文科學的研究通常在於對現象原創並通透的解釋,從事時發覺使用及影響的現象。古典科學的中心思想在於經驗主義的研究,並客觀探查事實,然而不是所有科學家都尊許這套法則,反而只相信自己的觀察,我們可從早期的社會科學家中察知,像是AUGUSTE COMTE的聲明不難發現屬於他自己的經驗法則,這樣的現象通常獨立於某人的觀察。
2.電玩遊戲的研究通常會去設定一個與科學方法有關的假說,再去預測變動因素製造實驗證明假說。許多社會科學的方控制實驗變因,以力比對實驗與對照組的不同。不同族群在方法使用上測試,實驗事實上市要消滅外來影響,一個典型實驗研究可能涉入現象中,舉例來說,去研究喜歡暴力電玩及不喜歡暴力電玩的兩方孩子行為。實驗研究通常具有效度,他的設計來自於很堅強的科學根據,當然這不一定代表真實世界的現象,研究人員應該小心謹慎進行統計資料分析,實驗下交互作用的影響可能與第三變數有關。
3.社會科學的研究方法通常來自於對人的態度及使用習慣調查有關,許多研究通常藉由問問題找答案,當然回達者有可能因為問題太敏感或是太私人而不確切表達意見。這樣的調查其實很普遍,通常藉由電話街頭訪問來進行調查者自製問卷並藉由MAIL電話獨立完成。但問卷的設計一定要事先設計,以誘導的方式引導民眾回答,開放性的問題會帶來自由意志的回答,把問題範圍縮小才能引出對方選擇所想。
4.預先做小規模的調查是好的想法,這樣可以幫助完成調查設計,調查也是一種實際紀錄,在電玩研究中小心探討,並學習抓住調查重點很重要,電玩的研究可以藉由網站逛告方式進行問卷回覆,這種隨機取樣的對象其實就是本來對自己研究目標有興趣的群眾。找尋適切樣本也很重要,我們不可能將所有人口一並進行調查,挑選適切的樣本,即便是小樣本數,也能使其成為個別成長的目標族群。
5.統計分系是社會科學定量方法中的重要部分,這廣大的領域來自於傳統的人文研究。量化研究與人門經驗現象有關。他帶來真實世界的文本,說明解釋不同族群不同個體的生活經驗。豐富的量化研究資料來自於語言照片文章甚至是人門涉入的媒體及活動事件,研究有助解釋研究者有興趣的特殊環境現象。研究者亦可從豐富的資料庫中找尋答案重新結構事物並發現新事物。

p160-162(英棚)
Interviews are one of the central methods for qualitative social sciences. Also quantitative research may use interviews, as the face-to-face administration of survey can also be interpreted to be a structured interview. Semi-structured interviews are more common in qualitative research. This type also relies on a pre-designed framework, but rather than repeating the same detailed question to every informant, a semi-structured interview is based on a list of topics which set the themes for interview.
訪談法是質性社會科學其中一個主要的方法。同樣地,量化研究也會使用訪談,因為審視面對面的管理也可說明結構式訪談,半結構式訪談是共同在質性研究。 這個類型也依靠一個前被設計的框架,但是而不是重複同一個詳細的問題對每個通知者,一次半結構式訪談根據安排採訪題材題目的名單。


A completely unstructured interview takes the form of free-flowing discussion between the informant and the researcher. Semi-structured and unstructured interviews have the benefit of informality as they encourage two-way communication. Both individual and group interviews are used; group interviews of people selected within a certain demography are in marketing research called ‘focus groups'. On the other hand, the analysis of interview materials requires more work than is typically the case for survey style questionnaires. The interview takes notes while making sure the interview covers all topics listed in the interview framework, but recording the interview is also common.
一次完全地無特定結構的採訪,在通知者和研究員之間採取流動討論的形式。 當他們鼓勵雙向聯繫,半結構式和無特定結構的採訪有非正式的好處。使用個體和小組採訪; 在有些人口統計學之內被選擇的人小組採訪在市場研究叫"焦點團體"。 另一方面,對採訪資料的分析工作比典型地勘測樣式調查問卷的要求更多。 採訪抄錄筆記的同時,應確認這過程中包含了訪談訪框架時列出的所有題目,但採訪錄音也是常有的事。


A recorded interview can then be transcribed into text, and subjected to detailed content analysis, which can use techniques of textual analysis mentioned above, or adopt a more quantifiable approach with a detailed coding scheme and possibly the use of dedicated analysis software (like NUD*IST or ATLAS.ti). Transcription and analysis of interviews is work intensive and usually qualitative studies using this approach do not aim to produce statistical proof, and sample sizes are rather small. Increasingly, thereby profiting from their different strengths.
一次記錄的採訪可能被抄錄成文本,且必須得到詳細的內容分析,可能使用以上提到的原文分析技術,或者採取與一個詳細的編碼方案的一種更加可計量的方法和可能使用專門的分析軟體(像NUD*IST或ATLAS.ti)。 對採訪的抄錄和分析是密集的工作,並且通常使用這種方法的質性研究並不針對展現統計驗證,且樣本數是相當少的。,因此從他們不同的力量獲益越來越多。

An interview is an efficient way to find out how certain people are thinking about the research themes and provide the basic understanding necessary for constructing a larger-scale survey instrument. The downside is the possible over reliance on anecdotal evidence that the interviewed people provide, or inexperienced interviewers imposing their own preconceptions on to the informants. Having a team of interviewers working together and discussing their findings and interpretations generally improves results, as does doing practice interviews before starting the actual study.
採訪是一個有效方法發現某些人怎麼考慮研究題材,和提供建構一個較大規模的勘測工具此基本必要的認識。有個負面的可能性在於過份依賴受訪者多提供的證據,或無經驗的採訪者對受訪者既定的印象。採訪團隊共同合作討論他們的發現,說明廣泛利用的結果,如同在開始實際研究之前練習訪談。
Other qualitative social science methods that are useful for studying players and game cultures involve inviting informants to keep a diary of their game playing practices. Particularly for getting a better idea of how play interfaces and mixes with other everyday activities, a time-diary method provides useful data. Traditionally in a time-diary approach. Informants are recruited for keeping a detailed, hour-by-hour record of their activities during a certain day or during an entire weep. This requires a significant contribution of effort on part of the participants and the final cooperation rate can easily be rather low. A more free-form diary-keeping method may be used to stimulate informants to write about the reasons and feelings behind their activities with games, which also provides useful starting points for a later, in-depth interview.
請受訪者保留他們遊戲時的比賽日誌是研究職業遊戲選手文化時,有用的其他質性社會科學方法。傳統的時間日誌方法是供研究者一個有用的數據,受訪者保留每日每小時。這需要部分參與者的努力重要成果,但最後的合作程度可能容易地降低的。一個更加自由形態的日誌保留的方法,也許被用於鼓勵受訪者寫下關於他們參與遊戲背後動機的理由與感覺,同時也提供最近一次深度訪談有用的起始點。


Another interesting group of methods relying on informant creativity are the various biographical methods, which provide more longitudinal, qualitative information about the role of game and play in the course of human lives. With some specific, motivational and instructive guideline, the researchers invite informants to contribute life stories focused on their experiences with games and play. Autobiographical accounts are rich and deep sources of information, and can contain the sum of individual experience and reflection on the topic over several years or decades. As such they call for a certain respect and strictly ethical approach from the researchers' part - the ethical guidelines of research of course apply always, regardless of methodology. The means of textual or discourse analysis can be used while analyzing life stories, and many social scientists also rely on narrative methods developed within literary studies.
另一個有趣的小組方法是依靠受訪者創的造力,這是多樣的傳記方法,這提供關於遊戲角色與人類生活過程的遊戲更多經驗與質性資料。研究員透過一些特殊的、誘導和有益的引導,希望受訪者能貢獻他們生活故事並聚焦於遊戲比賽的經驗。傳記故事是富有和深遠的資訊來源,並且可包含個別經驗的總和在數十年後反應出主題。當然他們從研究者的研究方法中,要求相當程度的尊敬,與嚴格且合乎倫理的對待。原文的意涵與分析的論述,被慣於分析生活故事,並且許多社會學家也依靠這樣的敘事方法發展文學研究。
While analyzing and interpreting biographical accounts, the researcher needs to be aware that human memory is not perfect and that fantasy commonly mixes with real past experiences. Nevertheless, biographical accounts are a popular and important source of information about how individuals view their actions, norms, values and life events.
當分析和解釋傳記故事,研究員需要知道人的記憶不是完善的,並且共同混合了幻想與真正的經驗。 然而,傳記故事是通俗和重要資訊來源,關於如何個別觀看他們的行動、準則、價值和生活事件。


Lastly, ethnography is an important social sciences methodology, derived from cultural and social anthropology. A central part of doing ethnography is the
field work, which means the researcher observing, participating and experiencing first-hand the life of people she is interested in analyzing. A game studies ethnography may involve participating in the life of an online guild or observing the behaviors, norms and customs typical for a group of people who are frequent patrons in a location like a local games arcade.
最後,人種學是重要社會科學方法學,獲得從文化和社會人類學。 做人種學的一個中央部分是野外工作,意味研究員直接觀察,參與和體驗人生活她是對分析感興趣。 比賽學習人種學也許介入參加一個網上協會的生活或觀察行為,典型的準則和的風俗對是頻繁贊助人在像地方遊戲拱廊的一個地點的一群人。


Keeping an open mind is important for an ethnographer, but it is also important to develop a rigorous routine for documenting events, social relationships and discussions in field notes or journals to provide evidence for any conclusions. When reporting, an ethnographer is both scientist and storyteller, being ideally able to act as a conduit for the ‘insider' view of a particular to interface with the systematic and objective requirements of scientific knowledge.
保留一個開放性心理對人種學者是重要,但是為了事證、社會關係及田野筆記的討論、學報發展嚴謹的規範、為所有的結論提供證據也很重要,當報告時,人種學者是科學家和講故事者,理想地作為內部組織觀察協調有系統且客觀要求的科學知識。


Many chapters discussing recent studies of game player in social science or psychology are include in Playing Video Games: Motive, Responses and Consequences (Vorderer and Bryant, 2006), while interesting ethnographies of certain games and game cultures are provided by Shared Fantasy: Role Playing Games as Social Worlds (Fine, 1983), Play between Worlds: Exploring Online Game Culture (Taylor, 2006) and Synthetic Worlds: The Business and Culture of Online Games (Castronova, 2005). An example of using surveys to probe the behaviours and attitudes of online game players is the ‘Daedalus Project'(Yee, 2003-2006).
許多章節談論近來的遊戲選手,在社會科學或心理學方面的研究包含電玩的動機、反應及影響 (Vorderer and Bryant, 2006)某些遊戲和遊戲文化有趣的人種學,提供共有的幻想:遊戲的角色如同社會世界(Fine, 1983),在遊戲與真實之間:探索的線上遊戲文化(泰勒2006)和虛擬世界:商業與線上遊戲文化(Castronova, 2005)。網上遊戲選手行為和態度的使用調查例證的探究是`Daedalus Project'(Yee 2003-2006)


Among the sample assignments featured in this book, particularly ‘Game Culture Survey' (Chapter 2) is based on a social approach. It involves doing small-scale ethnographic field studies, making notes and organizing the findings concerning the role of games in lives of different groups of people into a structured report.
樣本中的陳述是這本書的特色,特殊遊戲文化調查是根劇一種社會方法。 它在不同的人中生活涉及小規模民族誌學田野研究,做筆記和組織關於不同族群的比賽角色的研究結果及一個被建構的報告。

 

p162-165(智維)

設計研究方法
Design research methods

第三組要介紹的方式關於遊戲是創造性的軟體產品. 遊戲研究在比賽的發展中可藉由開放遊戲設計選擇性的方向或在遊戲製造期間使用者對該產品提供重要回饋做貢獻。 設計研究也參與meta-design過程或研究遊戲設計方法及其邏輯思考.同時研究也深入遊戲設計文化、分析細節或對遊戲業營運的評論。
當人文科學及社會科學主要是建立於學術領域的同時它也應該被注意,經由對獎學金的供獻及公開同儕的檢視, 遊戲設計主要是強調製造遊戲大於研究論文。當然還有許多是橫跨研究與設計。
經濟分析 , 公司內部文化, 產品應用及遊戲業的市場策略大部份超出本書範圍之外,但仍應在此提及。這樣的切入方向有益於一個來自於娛樂經典研究和電子業的交易,像是文化研討: 新力隨身聽的故事 (du Gay et al,1997)就消費產品的結構來看是如此複雜並結合所有權的特殊條件,投資,設計選擇,技術的創新或適切,活躍的策略,廣告,銷售及行銷上市, 這種研究可能幫助解開遊戲產業的秘密。商業的現實是在數位遊戲之下如電子或軟體產品也被Stephen Kline拓展至他們的數位撥放,同時他們也指出潛在的矛盾如許多聲音,從忠實品牌的玩家到意見不同的駭客,關切的父母,其他媒體圈和超越的競爭者。Aphra Kerr(2006)的分析顯示數位遊戲如同錯綜複雜的文化產業及議題深入全球網路並且多元的文化產物同時對於揭開大型的形象是有用的。理解遊戲應用的背景是必要的。然而數位遊戲設計獨創性和變化根源於無數的創新,每天遊戲設計的過程中及學習他們也是遊戲研究的一個重要部分。很重要的是能明白研究對於遊戲如何設計將對於整體數位文化方向衝擊的影響。

p169-170(KOLO)
[簡述:]
因為這方面的論文數量極少,硬要找相關的資料會發現存在於各個不同領域的學術文章裡。
本篇主要論述撰寫遊戲為主的論文時,該注意的事項。
如:文章格式、參考資料來源、網路資料的驗證、遊戲故事背景... 等該注意的事項。


[以下是全文翻譯]
關於這方面的文章及研究,在之前並不被重視,而將它當作學問來研究,同樣有一些核心價值及邏輯上的結構。
依循著科學的對話概念,核心部份會有進步,使研究更有力來測試印證每一個學說。
這一基本原則也指引工作和辯論的課堂和研討會。遊戲研究不應該只是一個死鬥的學問。

在課堂上的研究及教學,每個不同大學或部門都有其既定公式介紹和使用的方法。
一個關鍵的部分,組織您的演示文稿是確定的主要論點。
之後,您可以預先研究,閱讀所有相關的文獻和做為我們自己的研究,它是什麼,你想說什麼呢?為什麼有趣?

遊戲是一個廣泛的研究和不同的領域,作者不能僅靠單一背景的觀眾或某些特定領域。
因此,應該要花一些時間來描述背景及性質的研究課題範圍。
在更先進的課程有一定程度的水準,評估,兩方面的學術和遊戲相關的專業知識,而應體現在文章風格上。其中一種技巧就是讓文章簡短確實。提供參考來源,讓讀者獲得更多的背景知識,比讀者親身體會更有幫助。

一些專門的思想是需要建立一個合乎邏輯的概要文件。有許多不同方式的安排,可能適合的目的,從安排,重點描述的現象,或一些進程及其過程中發生的事件,敘述或故事類的安排,其中也有一個選擇。

邏輯文件也可以依靠分組的結果轉化為獨特的類別,並利用比較和對比,以突出重點之間異同的研究結果。邏輯的因果關係是一個典型的模式安排,進展給予解釋的現象和通過的過程中發現其根本原因或機制。
一個謎題和解決結構也是一個方法來取得讀者的注意,一個奇怪的現象,或具有挑戰性的問題是在開始和探討的一個或多個假設作為解決方案,提供證據和比較各自的長處和弱點。
然而學術論文的主要基調是清楚的事實,而不是刺激的戲劇、故事或偵探小說。

雖然沒有一個單一的結構或文體公約涵蓋遊戲的研究,但可參考標準的科學文章結構中的主導出版許多學科。
這涉及到提出的論點在一個' IMRaD '模式,其中有四個主要部分組成:導言,方法,結果和討論。這種文件格式,通常還包括標題,作者信息,摘要和關鍵字列表的開始,並列出參考年份。
雖然使用這種結構,重要的是要提出足夠的份量的分析和結果的重要組成部分文件;所有其他部分傳統簡要比較。
小心特別是部分載有簡介和背景的文件太多而影響了讀者的注意力,所以需要把重點放在關鍵的成果和提出的特定研究。
在宏觀結構的主要部分,有一個組織,每一個部分組成的系列的段落,每一個執行一個思想,在邏輯上與對方。
因此,主要論點在整個文件是持續的邏輯思路進行一致通過。

有許多很好的指南,科學寫作,但有幾個問題特別有關這方面的情況。
其中最重要的是利用參考文獻。
所有學者都需要數據,他們有自己的收集和記錄或引用其他科學論文。

由於大部分目前的討論與思考發生在遊戲中,既有學術界和非學者在各種網路論壇,特別注意需要考慮使用電子來源。品質、來源以及他們如何使用的關鍵因素之一確定品質和實質內容的學術工作。
核心論證論文不應只依賴網路來源,因為這些網路來源常沒有資格通過學術編輯和同行審查進程。
與此同時,有很多的產值和大量投資於各種專門知識的個人和社區的網站,現代學術仍應關注這方面的資訊。
作為一般建議,當多源仔細比較,它更容易指出不一致和衝突的資料,不同的資源。

最後,遊戲的研究是討論遊戲和播放器,告知研究和獎學金。認識到文化的價值和意義的比賽應該可以看見遊戲的方式進行了討論和處理的學生和學者。
遊戲為重點的研究,在現有準則的學術著作和參照很少考慮到所有的需要。
除了列出參考書目,許多研究人員都包括ludography ,或詳細清單遊戲納入其參考。
一個項目在這類清單中列出需要至少包括姓名,遊戲,出版年份,通常工作室負責設計。
然而,研究項目,討論遊戲生產有關的問題,以不同的詳細程度,並在某些情況下甚至未成年人之間的差異影響到遊戲發佈的各種版本。
從而更徹底地ludography可能還包括出版商,名稱等關鍵個人的主要設計師,工程師,作家或藝術家,以及版本信息,包括平台,如PlayStation2或Xbox 。
最後,在這個一般在正式的細節,這是最重要的是一致的,什麼以往的做法是通過參考。
...
這本書的目的,提供和介紹性的角度考慮的主要方面的數位遊戲和比賽,提供了多方面的意見遊戲的意義和作用的文化。
有許多問題的關注學習遊戲和寫作研究,不能討論範圍之內的這方面的工作,但希望這些章節,並建議進一步的網上資源,遊戲學習書目和其他材料上的同伴網站( www.gamestudiesbook.net )有利於進入的道路,學習和欣賞比賽和相關的豐富遊戲文化。祝你好運-打得好!

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