作者: Jussi Holopainen , Andrew Westerside
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摘要: In Video Game Spaces (2009), Michael Nitsche proposes three indicators of ‘placeness’ in video games: identity, self-motivated and self-organised action, traces memory (191-201). We read this notion placeness as closely aligned to, or overlapping with, the understandings place site articulated theatre performance research site-specific performance. Here, we articulate ideas (and analyse experiences) sitedness Rockstar Games’ Red Dead Redemption 2 (RDR2) through an analytical conversation between studies games design with a human-computer interaction bias. Through close-reading gameplay experiences (Bizzocchi Tanenbaum, 2011), individually experienced over 30 hours RDR2 while taking notes, recording, capturing screenshots. During our individual analyses, met periodically to compare discuss notable game moments share insights. At intersection research, ask what extent theoretical articulations aesthetic/affective experience physical, corporeal material spaces can develop – further nuance understanding how is thus designed) contemporary videogames. doing so, propose term gameplace means articulating article will define affective relationship place, play.