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The Construction of Value and Identi...
~
Carr, Michelle Elizabeth.
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The Construction of Value and Identity in Mobile Games.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The Construction of Value and Identity in Mobile Games./
作者:
Carr, Michelle Elizabeth.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2021,
面頁冊數:
165 p.
附註:
Source: Dissertations Abstracts International, Volume: 82-12, Section: A.
Contained By:
Dissertations Abstracts International82-12A.
標題:
Communication. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28411978
ISBN:
9798738645242
The Construction of Value and Identity in Mobile Games.
Carr, Michelle Elizabeth.
The Construction of Value and Identity in Mobile Games.
- Ann Arbor : ProQuest Dissertations & Theses, 2021 - 165 p.
Source: Dissertations Abstracts International, Volume: 82-12, Section: A.
Thesis (Ph.D.)--The University of Memphis, 2021.
This item must not be sold to any third party vendors.
Previous research in game studies has indicated a strong link between identity and video games, with the "gamer" identity serving as an especially contentious and hotly debated example. This identity has been rejected by avid players and questioned in terms of its gendered and racialized associations. Mobile games open up video games to new articulations of the player identity by diversifying the kinds of audiences that have access to their modes of play. However, mobile games are often dismissed by players and academics alike as frivolous and unimportant, despite mobile gaming comprising a significant portion of the video game industry. In this dissertation, I argue that value in mobile games is constructed in a way that complicates the construction of a gaming identity. Combining an analysis of the mobile game Pokemon GO and an audience study of self-identified mobile game players, I further argue that mobile games pre-constitute specific audiences that are always already fans of the game, while audiences tend to incorporate mobile games into their extant identities. Rhetorically, mobile games blur the edges of the magic circle through their procedures. Through this rhetoric, they center a rhetoric of strength. In doing so, mobile games adopt an aesthetic of casual play but a rhetoric of hardcore play. Mobile games also construct a certain audience through their procedures, one that has economic capital and geographic mobility, one that is ideologically cosmopolitan, and one that is always already a fan of the game. A game's rhetoric does not fully determine the audience approach to using and enjoying the game. The audiences I interviewed enjoy playing their mobile games but also experience a certain degree of shame when investing in them. Mobile game players are willing to play in ways that resemble hardcore play but are reluctant to adopt a fan identity in relation to their games. Because mobile games are broadly understood to be casual in nature, they are not taken as seriously and not constructed to have as much value as hardcore games among the gaming community, and, in fact, their value must not be seen to exceed similar console games. Therefore, value and identity in mobile games are connected by how the game is legitimated in the game's procedures and in the eyes of the player.
ISBN: 9798738645242Subjects--Topical Terms:
524709
Communication.
Subjects--Index Terms:
Fan studies
The Construction of Value and Identity in Mobile Games.
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Previous research in game studies has indicated a strong link between identity and video games, with the "gamer" identity serving as an especially contentious and hotly debated example. This identity has been rejected by avid players and questioned in terms of its gendered and racialized associations. Mobile games open up video games to new articulations of the player identity by diversifying the kinds of audiences that have access to their modes of play. However, mobile games are often dismissed by players and academics alike as frivolous and unimportant, despite mobile gaming comprising a significant portion of the video game industry. In this dissertation, I argue that value in mobile games is constructed in a way that complicates the construction of a gaming identity. Combining an analysis of the mobile game Pokemon GO and an audience study of self-identified mobile game players, I further argue that mobile games pre-constitute specific audiences that are always already fans of the game, while audiences tend to incorporate mobile games into their extant identities. Rhetorically, mobile games blur the edges of the magic circle through their procedures. Through this rhetoric, they center a rhetoric of strength. In doing so, mobile games adopt an aesthetic of casual play but a rhetoric of hardcore play. Mobile games also construct a certain audience through their procedures, one that has economic capital and geographic mobility, one that is ideologically cosmopolitan, and one that is always already a fan of the game. A game's rhetoric does not fully determine the audience approach to using and enjoying the game. The audiences I interviewed enjoy playing their mobile games but also experience a certain degree of shame when investing in them. Mobile game players are willing to play in ways that resemble hardcore play but are reluctant to adopt a fan identity in relation to their games. Because mobile games are broadly understood to be casual in nature, they are not taken as seriously and not constructed to have as much value as hardcore games among the gaming community, and, in fact, their value must not be seen to exceed similar console games. Therefore, value and identity in mobile games are connected by how the game is legitimated in the game's procedures and in the eyes of the player.
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