Cultivation play: Video games and the labour of character progression

被引:0
作者
Anderson, Sky Larell [1 ]
Johnson, Mark R. [2 ]
机构
[1] Univ St Thomas, 2115 Summit Ave, St Paul, MN 55105 USA
[2] Univ Sydney, Sydney, NSW 2006, Australia
关键词
video games; labour; work; cultivation play; character progression; CPTs;
D O I
10.1386/jgvw_00040_1
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
In this article, we develop a theory of gameplay labour, acknowledging the paradigm of political economy yet grounded in game design and play, called 'cultivation play'. In most understandings of game work, theorists traditionally explain digital labour in games as inherently difficult or manipulative. Instead, we propose a theory that explains how gameplay work can be organized around a design heuristic - character progression - that is rewarding, given the objectives and interests of different kinds of players. We explicate our theoretical intervention through an analysis of four games: Stardew Valley, Grand Theft AutoV, The Witcher 2 and The Witcher 3. We specifically examine upgrade paths, what we call character progression tasks, wherein levelling up, progressing, gaining in-game skills and working towards goals operate to create an environment of gameplay work that players may find engaging.
引用
收藏
页码:233 / 248
页数:16
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