2023-12-11
第四期主题演讲

近年来,电子游戏产业发展迅速。根据Newzoo发布的《2020年全球游戏市场报告》,2020年全球游戏市场总收入为1593亿美元,全球游戏客户近27亿,占全球总人口的三分之一。此外,国际学者还专注于游戏产业,讨论我们需要什么样的产业研究,以及如何进行产业研究,以有效地促进游戏生态的良好发展。
Recent years have witnessed the rapid development of video game industry. According to the 2020 Global Games Market Report by Newzoo, the total revenue of the global game market in 2020 is $159.3 billion, and the worldwide game users have reached 2.7 billion, accounting for one-third of the total global population. In the meanwhile, international scholars, focusing on video game industry, have started to discuss what kind of industry research we need, and how we could studies video game industry, so as to construct a better game ecology in an effective way.
今天的视频是《全球游戏研究》第四次主题演讲,主题为游戏产业研究,讲学者为国外密歇根州立大学教授凯西·奥唐纳。
This video is the fourth lecture in Connected Game Research focusing on video games and production, which is given by Professor Casey O'Donnell from Michigan State University.
凯西·奥唐纳是密歇根州立大学媒体与信息学院副教授。其研究讨论了在线游戏设计和开发中的创意合作,研究了3A游戏和独立游戏开发社区的文化合作趋势,包括从美国到印度的游戏开发公司,并讨论了电子游戏工作、制作、版权、第三世界和游戏职场后殖民等话题。他曾在《游戏与文化》中、权威的国际学术期,如融合发表多篇论文,专注于发表开发者的困境:电子游戏创作者的秘密世界麻省理工学院出版社于2014年出版。他曾在《游戏与文化》中、权威的国际学术期,如“融合”发表多篇论文,专注于发表
开发者的困境:电子游戏创作者的秘密世界麻省理工学院出版社于2014年出版。
此外,凯西还是一家活跃的游戏开发商,在2011年2月发布了第一款独立游戏《欧西》。
Casey O'Donnell is an Associate Professor in the Department of Media & Information at Michigan State University. His research examines the creative collaborative work of videogame design and development. This research examines the cultural and collaborative dynamics that occur in both professional “AAA” organizations and formal and informal “independent” game development communities. His research has spanned game development companies from the United States to India. His research examines issues of work, production, copyright, as well as third world and postcolonial aspects of the videogame development workplace. He has quite a few publications on academic journals such as Games & Culture and Convergence
, and he is the author ofDeveloper's Dilemma: The Secret Worlds of Videogame Creators published by MIT Press in 2014.
Casey is also an active game developer, releasing his first independent game, “Osy,” in February of 2011.专家观点拉图尔的作品《科学在行动》影响了我。毕竟,在这本书中,拉图尔走进科学实验室,做民族志的田野调查,与专家面对面交流,直接跟
科学的人交流,这个概念是理解科学的最佳方式。说到底,在这本书中,拉图尔走进科学实验室进行民族志野调查,与专家面对面交流,直接跟
科学的人交
流,这个想法是理解科学是如何产生的最好方法。科技进步研究也是由此产生的。
Bruno Latour's book, Science in Action was very influential for me, because in this book, Bruno Latour went into science labs, did ethnographic field work and talked to scientists. It was this idea that the best way to understand how science is produced is by talking to the people that do it. And thus, emerged this broad field of science and technology studies.开发人员身份
与玩家的身与份密切相关。
玩家文化是网络游戏工作室的重要组成部分,应视为与生产研究密切相关的部分。
There is an attention to labor and labor conditions and work.
它不是生产研究中的一个重要话题
It's really important to talk about gender issues in production studies.
每个人都应该关注非数字游戏,将其纳入生产研究,随着数据分发平台的兴起,非数字游戏体现了一些刚刚兴起的新结构。
I think it is important to look at non-digital games when we're talking about production studies as well, because they get at some of the structures that I think have become slightly more nascent with the rise of digital distribution platforms in digital game production studies.
栏目介绍全球游戏研究是由全球青年领袖实验室主办的一系列国际学术讲座,全球电子游戏研究协会由完美世界游戏研究中心和英国阿伯泰大学优秀游戏教育中心主任(DiGRA)主席威廉·休伯医生与小编合作。本系列以游戏文化为主题,邀请来自世界相关领域的权威学者从跨学科的角度对网络游戏文化进行深入分析。Connected Game Research is an international academic series of lectures from global leading scholars who study digital games in a wide range of disciplinary perspectives.
It ishosted b
y Global Youth Leaders Laboratory,and co-edited by Perfect World Game Research Center and Dr.
William Huber, who currently serves asHead of Centre for Excellence in Game Education at Abertay University as well as President of Digital Games Research Association (DiGRA).

延伸阅读
1. 
Developer's dilemma: The secret world of videogame creators. MIT press.
2. 
Independent Videogames: Cultures, Networks, Techniques and Politics
. Routledge.

Science in action: How to follow scientists and engineers through society. Harvard university press.
4.
Boellstorff, T., Nardi, B., Pearce, C., & Taylor, T. L. (2012). Ethnography and virtual worlds
5. 游戏研究尤其专题 | 游戏 × 女
以往回顾
游戏
与艺术 | 全球游戏研究 第3期游戏与生态 | 全球游戏研究 第2期
游戏与教育 | 全球游戏研究 第1期
澳洲篇 | 全球电子竞技研究沙龙 第5期日这篇 | 全球电子竞技研究沙龙 第4期导言 | 全球电子竞技研究沙龙

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