1、 1850 单词, 1 万英文字符, 3100 汉字 出处: Raessens J F F. Playful Identities, or the Ludification of CultureJ. Games and Culture: A Journal of Interactive Media, 2006, 1(1):52-57. Playful Identities,or the Ludification of Culture Joost Raessens One of the main aims of game studies is to investigate to what ext
2、ent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and other digital technologies such as mobile phones and the Internet seem to stimulate playful goals and to facilitate the construction
3、 of playful identities. This transformation advances the ludification of todays culture in the spirit of Johan Huizingas homo ludens. Keywords: play; identity; narratology; ludology In 2001, the first academic, peer-reviewed (online) journal dedicated to computer game research, Ga me Studies, came o
4、ut. According to editor in chief Espen Aarseth, this was “Year One of Computer Game Studies” as an international, academic field.1 This claim was based on the success of the first international scholarly conference on computer games, Computer Games and Digital Textualities, organized by the IT Unive
5、rsity of Copenhagen in March of the same year.2 The year before, the MIT Program in Comparative Media Studies, directed by Henry Jenkins, had organized a national conference, Computer and Video Games Come of Age, in cooperation with the International Digital Software Association.3 These two theorist
6、s, Aarseth and Jenkins, both of them crucial to the emergence of game studies, faced each other 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 question, why game studies now, I will also 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 G