本文為An Introduction to Game Studies(Frans Mayra,Sage,2008)的讀書筆記。
This is a written book by Frans Mayra,
1.學會發問(Learning to Ask)
1. Learning to ask
學會發問,問一個好問題不僅是游戲研究所必須的,也是各種自然科學、人文社會學科研究的重要一步。
The Society asks questions about a good question that is not only necessary for the Games Institute, but is also an important step in the study of natural sciences, humanities and sociology.
好的發問不是從天隨機而降的,而是在不斷與各種文獻觀點的對話中逐漸形成的。
The good question comes not from the sky, but from the constant dialogue with the various sources of literature.
研究者所要探究的問題,必然要是研究者本身真正感興趣的問題(genuinely interested in),這等同於,研究者真的想要從中獲得新的知識(Learn More)。
The questions to be explored by researchers must be those of real interest to the researchers themselves, which is the same as those of the researchers who really want to get new knowledge from them.
有時候,研究者欲要探究的問題未必能在既有的學術文獻中被妥帖地定位,甚至這些問題是獨具開創性,或者在一些學術權威眼中,這些問題根本沒有人做過,但這絕不是一個抛棄原初想法的好理由(北歐的學術理念原來是這樣的啊!),而這恰恰是研究者發揮潛能的大好時機,研究者的新研究很有可能可以彌補這“新”、“舊”之間的鴻溝(gap)。
Sometimes the questions that researchers want to explore are not always properly located in established academic literature, even if they are originalist, or in the eyes of some academic authorities they have never been done, but it is not a good reason to abandon the original idea (the philosophy of northern Europe!), and it is precisely a good time for researchers to develop their potential, and it is very likely that new research by researchers can bridge the gap between “new”, “old” and “gap”.
但我們也要看到研究一個全然新題目的障礙——對於研究者而言,他/她需要成爲獨力描畫概念圖譜和搭建理論架構的第一人,而這往往面臨著强大的學術挑戰。
But we also need to see an obstacle to the study of a whole new topic — he/she needs to be the first person to paint the concept and the structure of the theory, which is often faced with a powerful academic challenge.
於是,在研究一個較爲新穎的問題時,研究者需要反問自身——
So, when looking at a newer question, the researchers have to ask themselves,
(1)欲要研究的這個文化/社會現象的本質是什麽?
(1) What is the essence of this cultural/social reality to be studied?
(2)如何將這個研究問題定位在更爲廣闊的人類行爲或各種文化形式的脈絡之中?
(2) How do we position the issue of research in the broader context of human behaviour or cultural forms?
(3)哪些適切的學術概念(correct concepts)可用於討論這個研究問題?
(3) What are the appropriate concepts of science that can be used to discuss this research?
(4)學術圈也是一種經由文化社會活動所形成的場域,這個研究問題應如何與學科共同體溝通共享意義?
(4) The academic community is also an arena shaped by cultural and social activities, and how should the research be shared with science?
因此,要十分的謹慎的是,如果這樣一個游戲研究項目并沒有把相關的多學科的學術史考慮在内的話,它就很容易淪為一種無知魯莽而孤立隔絕的學術嘗試而已。
So it's very cautious that if such a game research project does not take into account the relevant multidisciplinary academic history, it can easily be an unknowing and insulated study attempt.
接下來,是我最喜歡的一句話,這句話也能夠解釋爲什麽北歐的游戲研究做得這麽好——
Next, my favorite phrase, which also explains why the game research in northern Europe is doing so well--
“Academic life is based on love of learning, and there is no better advice than to read widely and well, and to write often.”
那麽,有沒有什麽方法可以幫助研究者孕育一個好的研究問題呢?
So, is there any way to help researchers develop a good research problem?
詮釋學開創者之一的弗里德里希·施萊爾馬赫(A.D.1768-1834)的哲學觀點爲研究者們提供了一個較爲完備的問題形成路徑:詮釋學迴圈(hermeneutic cycle)——理解理論-->(現場)資料調研-->分析資料-->詮釋資料-->n次理解理論。
The philosophy of A.D. 1768-1834, one of the pioneers of the release, provides researchers with a more end-orientated path: hermeneutic cycle -- understanding theory -- > on-the-spot -- > analytical data -- > release data -- & gt; n comprehension theory.
研究問題思考的步步深入,應當是一個螺旋式(spiral)發展的過程。不斷纍積想法,對概念的瞭解愈發精確,就能更爲精緻地闡述研究。
The process of thinking about the problem should be one of a spiral (spiral) development. A more accurate understanding of the concept can be more nuanced.
詮釋學迴圈能夠幫助我們瞭解爲什麽有時候研究問題的調整對於一個研究者而言是一個好的信號。
The release cycle helps us understand why sometimes the adjustment of research issues is a good signal for a researcher.
而研究者如何將這個詮釋學迴圈化爲研究的實際操作呢?Mayra教授給讀者提供了一個較爲概括性的指南——
And how does a researcher translate this release into a practical exercise of research? Professor Mayra provides readers with a more general guide.
(1)預研究(pre-study):研究者自己要去玩一些游戲,搜索並閲讀相關文獻,并且做好詳盡而與研究課題相關的讀書筆記;
(1) Pre-study (pre-study): the researchers themselves are going to play some games to search for and read related contributions, and to do a full reading of books and notes that are relevant to the subject of the study;
(2)收集和分析數據/資料;
(2) Collection and analysis of data/data;
(3)用學術的語言和能以自洽的思路記錄每一次的研究循環成果。
(3) Use the language of learning and the ability to record the results of each study in a self-conciliating way.
另外,不要看輕任何一個看似“小”的研究問題,因爲“小”其實往往意味著聚焦,反而更能讓研究變得深刻。
Also, don't underestimate any seemingly “small” research problem, because “small” often means focus, but rather makes the research deeper.
Mayra教授為讀者介紹了某一年DiGRA研討會的與會論文發表題目。可以看到,不少題目是“小題大做”的(比如研究Button,Shadowplay,Avatar)。
Professor Mayra introduced readers to a year’s DiGRA conference and the presentation of papers. As you can see, a number of topics are “doing a lot” (for example, research on Button, Shadowplay, Avatar).
2 建立自己的研究方法工具箱
2 Creates its own research methodology toolbox
所有的游戲研究都不僅僅是依賴單一的方法而開展的,每個研究者都要建立自己的研究方法工具箱。但游戲研究終究是一種跨領域的研究,它要求研究者闡述清楚爲什麽要采用這種方法而不是那一種,以及爲什麽是這一流派的知識,而不是另一流派。這種基礎性的知識有助於形構本體論和知識論層面的研究基礎。
All play research is not based solely on a single approach, and every researcher has to build his own toolbox of research methods. But play research is ultimately a cross-field study that requires researchers to explain why this is the approach rather than that, and why it is the knowledge of the first class rather than the other.
本體論關心的是游戲或嬉玩存有的形態;知識論則關注知識和知曉(knowing and knowledge)的本質。
根據庫恩(Kuhn)的觀點,這些基礎性的預設(assumptions)形塑了科學範式,而這樣一種科學範式一般由業已認可的觀點所組成(這些學術觀點基於研究的主題而生成,或是一種經由適切的研究路徑而建構的研究問題)。
According to Kuhn's point of view, these foundational presets shape scientific paradigms, which are typically composed of recognized points of view (which are derived from the subject matter of the study, or a research problem that is constructed by a suitable research path).
關於方法論的探究,截至2010年前,有三個面向是值得與游戲研究做深刻連結的。
As far as methodological research is concerned, as of 2010, three orientations are worth deeply linked to play research.
(1)以一種原則性的目的探尋去研究游戲以及它們的結構;
(i) Seeking to study games and their structure for a reasoned purpose;
(2)聚焦於理解游戲玩家和他們的游戲行爲;
(ii) Focus on understanding the game players and their games;
(3)關注游戲設計和游戲發展的研究;
(3) A study focusing on the design and development of games;
(4)附加:游戲史的研究——幫助研究者更好地把握研究問題背後更大的圖景,避免碎片化地理解游戲文化現象。
(4) Attached: Study of the history of games - Help researchers to better grasp the bigger picture behind the problem and avoid a fragmented understanding of the culture of games.
不同的研究面向,側重於不同的研究方法取向。
Different studies are oriented towards different methodological orientations.
研究個人游戲或文化性地詮釋游戲意義的研究通常立足於人文學科(Humanities)的研究方法;而對“玩”這一行爲和“玩家”群體的研究通常利用社會科學(Social sciences)的方法;至於游戲設計則涉及十分多樣的方法論傳統,包括計算機科學和藝術設計的研究。
Research on individual games or culturally unleashing the meaning of games is usually based on the research methods of the Humanities; research on the “playing” and “players” communities is usually based on the social sciences; and game design involves a wide range of methodological traditions, including computer science and art design.
但研究者要特別注意社會科學方法的使用,因爲它的方法通常也是交曡於文化研究和設計研究的方法論,甚至有時候還成爲其餘兩個領域方法論的融合動力。
But researchers need to pay particular attention to the use of socio-scientific methods, since their methods are usually also embedded in the theory of cultural and design research, and sometimes even in the convergence of the two remaining domains.
a人文學科方法
【文本研究/話語研究(textual analysis/discourse analysis)】
[text study/verbal study (textal analysis/discusse analysis)]
這種方法著重於揭示語言中的固有内在習俗(或者説,在游戲文本中的文化成俗、規約,此時游戲被視爲一種媒介)如何形成一些特有的再現(representation)方式或思想——這些方式或思想呈現出一種自證而明(self-evident)的、自然的(natural)面貌,即便其中附著一定的權力關係。文本分析在很大程度上受后結構主義觀點的影響,反對結構主義者所説的存在普遍的文化邏輯以及單一的權威意義,而更傾向於揭示能指過程(signification processes)常見的而内在一致的多重性和衝突性(multiple and conflicting)。
This approach focuses on how to reveal the inherent customs of language (or cultural traditions, regulations, in the playbooks, where games are regarded as a medium) how to form a particular re-realization approach or idea that presents a self-evident, natural face, even with a certain degree of power attached to it. The analysis of the text is influenced to a large extent by the post-strong constructionist perspective , the prevailing cultural logic of the anti-constructists, and the power of one, and is more inclined to reveal the common multiplicity and conflict that characterizes the process.
運用此方法經典的游戲研究讀本——Screenplay(King and Krzywinska,2002);Game Cultures(Dovey and Kennedy,2006)。
A classic game study using this method — Screenplay (King and Krzywinska, 2002); Game Cultures (Dovey and Kennedy, 2006).
b 社會科學研究方法
驗證(Verification)是經典科學方法的“心臟”,這深深根植於科學研究的實證性——客觀地觀察現實(objectively observable reality)。
Verification is the “heart” of classic scientific methods, deeply rooted in the evidence of scientific research — observable observation of reality.
但是,不是所有的社會科學家都堅持上述觀點。
But not all social scientists insist on this point.
當然,實證主義還是占據研究法之高地的。
Of course, the truth still occupies the highlands of research law.
做問卷調查是一種很常見的是實證主義方法,研究者通常可以凴此從較大量樣本中獲得關於態度和行爲的信息(information)。
Inquiries are a common method of proofism, where researchers can often extract information about attitudes and behaviour from a larger sample.
誠然,不能否認的是,問卷調查對於小規模的試點研究很有幫助——探測在後續調查中可能會出現的缺陷。
To be sure, it cannot be denied that the question papers are very useful for small scale test studies — to detect possible flaws in subsequent investigations.
(目前,計算社會科學已經乘坐“大數據”時代的順風車,逐漸與問卷調查告別。詳見請移步微信公衆號“大數據文摘”。)
(For the time being, calculating social science has been travelling in the "Big Data"-era windmill to say goodbye to the inquiry. Please move to the micro-message "Big Data Digest" for details.)
至於質性研究方法,它關注“經歷/經驗”和“意義(meanings)”。通過觀察和對話,可以知道不同的群體如何經歷他們不同的生活,以得出知識。相對於定量研究,定性研究的資料會相對“豐富”一些——人們的講話、文本、圖像、以及其它的媒介、文化載具。
As for qualitative research methods, it focuses on “experiences/experiences” and “meanings.” By observing and talking, it is possible to learn how different groups experience their different lives in order to understand. For quantitative research, qualitative research data are “rich” to some people's speeches, texts, images, and other media, cultural vehicles.
而定性研究的资料分析,有时候就像解謎一樣——某一天突然發現一個新方式去連接這些資料,解釋其背後的意義。
Qualitatively researched data analysis, sometimes like a puzzle -- one day, a new way of connecting the data to explain what's behind it.
其實,按照當前的方法論發展趨勢,越來越多的研究者嘗試結合定量和定性的方法,就可以吸收兩者的優點,更好地進行新穎的游戲研究。
In fact, according to current trends in methodology, more researchers are trying to combine quantitative and qualitative methods to absorb the advantages of both and to better develop new play studies.
還有一種質性的常用方法是邀請報道人(informants)去每天記錄他們游戲的實踐體驗。這就必須去重新關注時間的社會理論以對玩家們的體驗有更爲深刻的理解。這種日記記錄形式是相對自由的,重要的是理解他們游戲活動背後的情感和緣由——深度訪談也是一個很好用的方法。不同的傳記形式的方法,可以提供更具時間性、更爲長期的有關游戲在人類生活中扮演何種角色之信息。
There is also a qualitative and common way to invite reporters to record their games on a daily basis. This requires a renewed focus on time-sensitive social theory to gain a deeper understanding of the players’ experiences. This form of journal recording is relative to freedom, and it is important to understand the emotions and reasons behind their games — and in-depth interviews are a good way to do it. Different methods of biography can provide more time- and longer-term information about the role played by games in human life.
因此,話語分析自然可以有助於分析游戲生命史,而且不同的社會科學家也能藉助文學範疇内敘事方法做資料的分析。
As a result, speech analysis can naturally be useful in analysing the life history of games, and different social scientists can also provide data analysis by assisting in the introspection of narratives.
最後一種研究方法,就是人類學和社會學常常使用的民族志啦!(文化人類學王牌)
The last method of study is the nationalism often used in anthropology and sociology!
對於一個民族志者來説,保持開放心靈是十分重要的,但同時不要遺忘發展出一套嚴格的操作規範,以便於為研究討論提供更好的資料證據;最後,還要堅持内外交織的視角,達到人類學研究的理想狀態。
It is important for a nation's aspirations to remain reassured, but at the same time do not forget to develop a strict set of operating rules that will provide better evidence for research and discussion; in the end, it is important to maintain the focus of internal diplomacy to the ideal state of anthropological research.
c 設計研究的方法
c Designing methods for research
所謂設計研究,其實就是“元設計(meta-design)”,或者説,探究這些游戲設計方法潛藏的邏輯。對於游戲設計文化的理解,以及對於游戲運作的細節分析、批判,其實免不了去把握游戲工業的發展情況。當然,在研究與設計之間,還是存有很大的探索空間的。
So-called design research, actually, is
對於經濟性、内在性的游戲文化研究,生產性的實踐以及游戲工業的市場策略研究很少會在本書中提及,但是討論這個議題是十分重要的。消費產品的是一個複雜的混合體——特定的企業境況、經濟投資、設計選擇(design choices)、技術的創新或借用,以及企業宣傳策略、廣告效應、利益分配、市場發佈形態等等,瞭解這些有助於我們祛除游戲產業的神秘氣質。【聯想一下法蘭克福學派所提出的“文化工業”邏輯批判,對於文化工業而言,馬克思主義和新馬克思主義理論都是不錯的分析工具,具體就是德波、鮑德里亞啦~】
It's very important to discuss the issue in this book. The consumer product is a complex mix - specific business situations, financial investments, design options, creative or loan technology, and corporate advocacy strategies, advertising effects, distribution of benefits, marketing patterns, and so on.
其實,大量的原創性或者多樣化的數字遊戲設計根植於不計其數的、創造於日常的游戲設計創新,而它們都是游戲研究的重要部分。
In fact, a large number of original or multi-variate digital game designs are rooted in numerous, day-to-day game designs for innovation, which are an important part of play research.
研究游戲設計不能避談工程設計(著名玩具大王樂高公司每年在魔都和歷史上某熱血青年聚集地招收大量的工程【engineering】專業學生),可用的工程設計涵蓋很廣,但實驗室測試是一個最爲主要的辦法。在游戲内部的視頻錄影可以與外部關於玩家表情、動作姿勢和口頭評價的動態記錄做結合,為隨後的分析開創更多的可能性。因此,混合研究方法重新被推崇。
Research on the design of games cannot avoid engineering designs (the famous Toy Wang Lego gathers a large number of professional [engineering] students each year in Mordu and history) and the wide range of engineering designs available, but laboratory testing is one of the most important approaches. The video footage of inside the game can be combined with external dynamics about , thus creating more possibilities for subsequent analysis.
但實際上,不是所有的游戲設計都需要編程測試,一個游戲概念的孕育之初或者游戲核心機制的設計也可以靠一張紙、一支筆完成——其實這涉及到我們的“設計創造力”。
But actually, not all game designs need programming tests, and the design of a game concept can be done by a piece of paper or a pen -- actually, it's about our "design creativity."
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