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1、10.1177/1555412005281779 ARTICLE Games and Culture Raessens / The Ludification of CulturePlayful Identities, or the Ludification of CultureJoost Raessens Utrecht UniversityOne of the main aims of game studies is to inves
2、tigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construc- tion of personal and cultural identities. Computer games and other digital technologies such
3、as mobile phones and the Internet seem to stimulate playful goals and to facilitate the construction of playful identities. This transformation advances the ludification of today’s culture in the spirit of Johan Huizinga
4、’s homo ludens.Keywords: play; identity; narratology; ludologyI n 2001, the first academic, peer-reviewed (online) journal dedicated to com- puter game research, Game Studies, came out. According to editor in chief Espen
5、 Aarseth, this was “Year One of Computer Game Studies” as an international, aca- demic field.1 This claim was based on the success of the first international scholarly conference on computer games, Computer Games and Dig
6、ital Textualities, organized by the IT University of Copenhagen in March of the same year.2 The year before, the MIT Program in Comparative Media Studies, directed by Henry Jenkins, had orga- nized a national conference,
7、 Computer and Video Games Come of Age, in coopera- tion with the International Digital Software Association.3 These two theorists, Aarseth and Jenkins, both of them crucial to the emergence of game studies, faced each ot
8、her in a debate held in Sweden in 2005.4 This debate will serve as a point of reference for my discussion of the current state of game studies in this article. In answering the ques- tion, why game studies now, I will al
9、so refer to the academic work in game studies that I have been involved in since my appointment to the Faculty of the Humanities, Utrecht University, the Netherlands, in 1998.Why Game Studies Now?It is important to study
10、 computer games (including arcade games, console, and handheld video games) now because like television and music, they have become a phenomenon of great cultural importance. As Jenkins stated in the debate, games are te
11、chnologically, economically, aesthetically, socially, and culturally important: “This is a medium that anyone who wants to understand where our culture is at, has to look52Games and Culture Volume 1 Number 1 January 2006
12、 52-57 © 2006 Sage Publications 10.1177/1555412005281779 http://games.sagepub.com hosted at http://online.sagepub.comat FUDAN UNIV LIB on June 21, 2015 gac.sagepub.com Downloaded from Game Studies (Raessens Manovic
13、h, 2001) in which users are not only caught in the system but also appropriate and domesticate these technologies (Frissen & Van Lieshout, in press). Third, we transgress the some- what simplified opposition Jenkins
14、refers to in the debate, between European game studies as “an intellectual top-down perspective” that privileges “definitional argu- ments” and American game studies based on “a bottom-up dialogue with game designers, th
15、e game industry and fans.” Our qualitative-empirical investigation con- sists, among other things, of participatory observation, in depth-interviews, discourse analysis, textual analysis, and 7-day media use diaries.Why
16、Game Studies Now?According to both Aarseth and Jenkins, the word game is not a well-defined aca- demic term. General statements that define what “all games are” are not very useful. We have to be more precise, for exampl
17、e by distinguishing between genres, between games you play for fun and so-called serious games, and between games in general (Aarseth’s object of study) and mediated games (that of Jenkins). In my own contribu- tion to t
18、he Handbook, I argued against the claim that all computer games are decons- tructing the hidden, naturalized, ideologically presupposed rules of the medium. This process of deconstruction takes place in early computer ga
19、mes and in genres such as simulation games in particular (Raessens, 2005). In the expert meeting New Theories and Methods in Media Violence Research, which took place at the Free University of Amsterdam in April 2005, Do
20、lf Zillmann defined this need for precision as “stratifica- tion.” By this he means that instead of sweeping generalizations, we need differen- tiation, for example more elaborate research on “the different forms of medi
21、a violence itself, the psychological make-up of its audience, and the behavior commonly sub- sumed under aggression.” In our Playful Identities project, we distinguish between three different kinds of games and play, res
22、pectively, related to mobile phones, the Internet, and computer games. We investigate how and to what extent the medium-specific characteristics of54 Games and Cultureat FUDAN UNIV LIB on June 21, 2015 gac.sagepub.com Do
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