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[转贴] [分享][哲学] 游戏理论!游戏理论!游戏理论! [复制链接]

GRAW☆不锈钢の92FS Brigadier
权天使

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楼主
发表于 2008-6-5 20:50:29 |只看该作者 |倒序浏览
游戏理论!
游戏是人的一种娱乐活动。游戏的道具可以为玩具,也可以为电子产品 (游戏机,电脑游戏)。

游戏理论  (人为什么要玩游戏)许多学者发现,游戏不仅存在于人类当中,在许多哺乳动物裡也存在着大量的游戏行为。游戏的历史非常悠久,但是作为理论进行研究是在近代才开始的。 对游戏的本质的研究还正在发展,目前还没有一个最终性的认识结论。
游戏理论主要有:

本能说:

德国诗人和剧作家席勒提出了一种游戏理论。这种理论认为,「人类在生活中要受到精神与物质的双重束缚,在这些束缚中就失去了理想和自由。于是人们利用剩余的精神创造一个自由的世界,它就是游戏。这种创造活动,产生于人类的本能」。
席勒说:“只有当人充分是人的时候,他才游戏;只有当人游戏的时候,他才完全是人。”

剩余能量说:
剩余能量说是英国哲学家赫伯特·斯宾塞提出的一种游戏理论,他是对席勒的本能说的进一步补充。
这种理论认为,「人类在完成了维持和延续生命的主要任务之后,还有剩余的精力存在,这种剩余的精力的发泄,就是游戏。游戏本身并没有功利目的,游戏过程的本身就是游戏的目的」。

练习理论:
德国生物学家谷鲁斯对英国哲学家赫伯特·斯宾塞的剩余能量说和席勒的本能说进行了修正。
这种理论认为,游戏不是没有目的的活动,游戏并非与实际生活没有关联。游戏是为了将来面临生活的一种准备活动。例如,小猫抓线团是在练习抓老鼠,小女孩给布娃娃喂饭是在练习当母亲,男孩子玩打仗游戏是在练习战斗。

宣泄理论:
弗洛伊德也曾提出过一种游戏的理论。他认为,游戏是被压抑欲望的一种替代行为。

人手游戏
旧式游戏,人类用双手或使用玩具娱乐自己。(如编线,毽子,象棋,模型等等)

电子游戏
包括电视游戏、电脑游戏及攜帶型遊戲機等。 (如PC游戏,XBOX,PLAYSTATION,PSP,NDS,GAME BOY等等)

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沙发
发表于 2008-6-5 20:52:01 |只看该作者
我的妈呀,头大了 [汗水]

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希腊仇恨暗影舰(鬼魅)副舰长
Left ④ Dead☆剖析☆SPAS-12

战略游戏工作组专长成就勋章

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板凳
发表于 2008-6-5 20:52:55 |只看该作者
我承认 我回帖了 我没看LZ写的东西

[ 本帖最后由 刺客_猫 于 2008-6-5 20:54 编辑 ]

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神族 医疗兵 园丁
黑暗凤凰·黑暗凤凰幻魔拳

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地板
发表于 2008-6-5 20:53:28 |只看该作者
这个有点老了。。。。。。。。。。。。。。。
64022441球球群,有好多球球哦~~~~
just follow your own way

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天邈汉化组美工

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5#
发表于 2008-6-5 20:54:22 |只看该作者
请不要复制粘贴了。。。
物是人非,转头皆是空。

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GRAW☆不锈钢の92FS Brigadier
权天使

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6#
发表于 2008-6-5 20:55:39 |只看该作者
原帖由 xlibfly 于 2008-6-5 07:54 发表
请不要复制粘贴了。。。

没有纯转,修改了一下。。。。。。。。

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天邈汉化组翻译【中级】

游侠荣誉会员勋章

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7#
发表于 2008-6-5 20:58:13 |只看该作者
我也来贴点
有新意的

5th International Conference on Entertainment Computing -- Supplement
© 2006 Microsoft Research Ltd, Cambridge, UK; ISBN: 1-4276-0745-1
5
Advice from a Caterpillar: an Application for Cultural
Computing about the Self
Tijn Kooijmans, Matthias Rauterberg
Department of Industrial Design, Eindhoven University of Technology, The Netherlands
tijn@kooijmans.nu; g.w.m.rauterberg@tue.nl
Abstract. We are exploring an application for a novel direction in humancomputer
interaction named ‘cultural computing’, which aims to provide a new
medium for cultural translation. The main objective of this project is to create
an interactive experience that encourages people to reflect on their self-concept.
In Western culture the self-concept is generally based on conscious perception
of the self. The story ‘Alice’s Adventures in Wonderland’ survived for over
centuries, and therefore seems to be a promising narrative to address this issue.
The user in the role of Alice will go through the interactive experience and
meets a Caterpillar, who questions the participant’s whereabouts of his/her selfconcept.
To determine the effect of this experience, we discuss a method that
measures changes in a person’s implicit self-concept for we predict that the
experience will have an unconscious effect towards individual metamorphosis.
The ‘implicit association test’ (IAT) seems to be a promising measure.
Keywords: cultural computing, interactive experience, self-concept
1 Introduction
Recently, developments in the field of Human Computer Interaction (HCI) have
opened up a new direction for the application of computer technology. After the
introduction of personal computing, cooperative computing and social computing, a
new paradigm for HCI named cultural computing has emerged [9]. Cultural
computing is based on what is called Kansei Mediated Interaction [8]. Kansei
Mediation is a form of multimedia communication that carries non-verbal, emotional
and even unconscious information. In the first application of cultural computing, Tosa
[10] and Tosa et al. defined cultural computing as cultural translation that uses
scientific methods to represent essential aspects of a culture [11]. These scientific
methods, such as artificial intelligence and mixed realities can give a person the sense
of entering and participating in a different world. They developed an installation
named the ‘ZENetic Computer’, which incorporates certain elements of the Japanese
Zen culture such as sansui paintings, poetry and kimonos. Through an interactive
dialog with the system, users can experience the birth of self-awareness brought about
through the unification of one’s everyday self and one’s unconscious self.
The Zen teachings and symbols that are used in the ‘ZENetic Computer’ are very
typical for the Japanese culture and are not likely to be understood by most people
6
from the West. The question is how to create a comparable experience in the West
that is based on symbols that can reach people from the West. Rauterberg [9] tried to
answer this question in the project named ALICE by proposing cultural computing
based on the story of ‘Alice’s Adventures in Wonderland’ [1]. In the role of Alice, the
user goes through an interactive narrative and encounters six stages that are based on
selected parts of the original plot. In this paper, we address the stage 'Advice from a
Caterpillar', which centers on the user’s self-concept.
2 The Self
Throughout history, there have been wide varieties of theories about the self,
coming from the fields of philosophy, psychology, and religion. This includes
assertions that there is no self; that the idea is a logical, psychological, or grammatical
fiction; that the sense of self is properly understood and defined in terms of brain
processes; that it is merely a constructed sociological locus, or the centre of personal
and public narratives, or that it belongs in an ineffable category on its own [3].
Kitayama et al. pointed out that there is a significant difference in the construction
of the self when comparing European/American culture and the Japanese culture [7].
Western middle-class cultures are generally organized according to meanings and
practices that promote the independence and autonomy of a self that is separate from
other similar selves and from social context. This resulted in a prevalent self-esteem
among western people with a tendency to self-enhancement. In contrast, many Asian
cultures do not highlight the explicit separation of each individual, promoting the
fundamental connectedness among individuals in a social group. The result of this on
the construction of the self according to Kitayama et al. is that they are more likely to
engage in self-criticism instead of self-enhancement.
By addressing the Western individual self-concept, Alice’s self is challenged in
'Advice from a Caterpillar'. After she entered the rabbit hole to follow the White
Rabbit, she experienced a lot of transformations both physically and mentally. This
brought her in an initial state of confusion, which is emphasized in her conversation
with the Caterpillar: ‘Who are YOU?’ This challenging attitude of the Caterpillar
makes Alice uncertain about herself, becoming vulnerable and open for persuasion.
Such a situation gives the possibility for a confrontation with and stimulates
awareness of the self-concept. The character symbolized as a caterpillar is well
chosen. One of the most important characteristic of caterpillars and butterflies is their
unique life cycle. One of nature's most mysterious metamorphoses1 occurs when a
caterpillar changes from a slow-moving, fat and ugly creature to a colorfully winged,
beautiful butterfly. This metamorphosis happens to a lot of insects, but not as
dramatically as it does to a butterfly [6]. In this respect the ‘caterpillar’ character can
unconsciously pursue the message to a human user not to be afraid of a fundamental
metamorphosis in his or her self concept. This symbolic meaning can counterbalances
the challenges intended by the conscious dialog.
1 the Greek word ‘metamorphosis’ means ‘change in form’
7
3 The Installation
Using an interactive installation, our goal is to make the participant question
her/his own self-concept. Although this might sound very ambitious at first, it is what
happens to Alice in the chapter ‘Advice from a Caterpillar’. Our design strategy is
thus to design the installation in such a way that the participant’s experience is as
consistent as possible with Alice’s experience in the original story. Caused by the
preliminary stages in the ALICE installation, the user will feel small and therefore
confused about what happened (criteria 1). We also expect s(he) wants to know what
all this means (criteria 2). Criteria (1) and (2) correspond with Fogg’s guidelines for
timing persuasion [2]. Hence, it creates an opportune moment to question whether
people are, and what they think they are. On entering the stage, the user will meet a
Caterpillar, who has its back turned towards the user. He is humming softly and
smoking a water pipe. When the user comes closer and enters the personal space of
the Caterpillar, he suddenly wakes up, turns and bends towards the user. This should
be a spontaneous movement to yield a surprise reaction. “Who are YOU?” the
Caterpillar asks next. This should initiate a dialog in which the Caterpillar is agent.
During the dialog, the Caterpillar maintains eye contact with the user and supports its
utterances with subtle body expressions. The question “You? Who are YOU?” is
repeated whenever the participant speaks with the words “I”, “my”, “me” or “mine”
until (s)he replies with a sentence like “I don’t know”. This will initiate a monologue
of the Caterpillar about the transience of the self and he will transform into a beautiful
butterfly. After that, he disappears and sends the user away.
4 Experience Assessment
To measure the effect of the installation with respect to its goal, we need to test
whether users experience any changes in self-concept when coming out of the
installation. This will be a major challenge, for we suspect the installation will mainly
have an unconscious effect on people. Moreover, the self is a very personal issue and
therefore difficult to enquire. Even in the context of psychotherapy, psychologists
have problems finding out how a client really thinks about her/himself. Greenwald et
al. [4] made a distinction between conscious (explicit) and unconscious (implicit)
cognition and the way they influence human response mechanisms. They developed
the Implicit Association Test (IAT) to focus only on the implicit (unconscious) part of
cognition. The test measures differential association of two target concepts with an
attribute. The two concepts appear in a two-choice task (e.g., flower vs. insect names),
and the attribute in a second task (e.g., pleasant vs. unpleasant words for an evaluation
attribute). When instructions oblige highly associated categories (e.g., flower +
pleasant) to share a response key, performance is faster than when less associated
categories (e.g., insect + pleasant) share a key. This performance difference implicitly
measures differential association of the two concepts with the attribute. Greenwald
and Farnham [5] developed an IAT to measure self-concept. This is a useful starting
point for the experience assessment. By choosing concepts that relate to the self and
attributes such as sure vs. unsure, it would be possible to measure how sure and
8
confident people are about their self-concept. A decrease of confidence when
comparing test results before and after the interactive experience could be a
measurable success criterion for our installation.
5 Conclusion
We have introduced and discussed an application for the new field in HCI named
cultural computing, based on one particular part in the narrative ‘Alice in
Wonderland’ by Lewis Carroll. It addresses the individual self-concept of Westerners
through an interactive experience of Alice’s encounter with a Caterpillar. The
proposed installation aims to offer an experience that is as consistent as possible with
the original story. The next step for our project will be the technical implementation.
Finally, an Implicit Association Test will be conducted on people from different age
groups in order to measure and compare the unconscious effects of the installation.
Acknowledgments. This project is sponsored by Microsoft Research in Cambridge,
UK. We want to thank M. Combetto, D. van de Mortel, J. Hu, C. Seyfert, M. Khare,
L. Gogoi and J. Goldstein for their valuable contributions to our project.
References
[1] Carroll L. (1865). Alice’s adventures in Wonderland. Macmillan, London.
[2] Fogg BJ. (2003). Persuasive technology, using computers to change what we think and
do. Morgan Kaufmann Publishers, San Francisco, US.
[3] Gallagher S., Shear J. (Eds.) (1999). Models of the self. Imprint Academic, Exeter, UK.
[4] Greenwald AG., McGhee DE., Schwartz JKL. (1998). Measuring individual differences
in implicit cognition: The Implicit Association Test. Journal of Personality and Social
Psychology, Vol. 74, No. 6, pp. 1464-1480.
[5] Greenwald AG., Farnham SD. (2000). Using the Implicit Association Test to measure
self-esteem and self-concept. Journal of Personality and Social Psychology, Vol. 79, No.
6, pp. 1022-1038.
[6] Heiligman D. (1996). From caterpillar to butterfly. A Let's-Read-and-Find-Out Science
Book.
[7] Kitayama S., Markus HR., Matsumoto H., Norasakkunkit V. (1997). Individual and
collective processes in the construction of the self: self-enhancement in the United States
and self-criticism in Japan. Journal of Personality and Social Psychology, Vol. 72, No. 6,
pp. 1245-1267.
[8] Nakatsu R., Rauterberg M., Salem B. (2006). Forms and theories of communication: from
multimedia to Kansei mediation. Multimedia Systems, Vol. 11, No. 3, pp. 304-312.
[9] Rauterberg M. (2006). From personal to cultural computing: how to assess a cultural
experience. In: G. Kempter & P. von Hellberg (Eds.) uDayIV--Information nutzbar
machen (pp. 13-21). Lengerich: Pabst Science Publisher.
[10] Tosa N. (2003). A method of story generation based on unconscious information. Journal
of the Institute of Image Information and Television Engineers, Vol.57, No.4.
[11] Tosa N., Matsuoka S. (2004). Cultural computing: ZENetic computer. In: Proceedings of
the 14th International Conference on Artificial Reality and Tele-existence (ICAT’04; pp.
75-78). Korea Advanced Institute of Science and Technology, Korea.

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神族 医疗兵 园丁
黑暗凤凰·黑暗凤凰幻魔拳

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发表于 2008-6-5 21:29:23 |只看该作者

回复 #7 Undine 的帖子

英文好多不认识。。。。。。爱丽丝梦游没看过,微软还搞这个,好可怕。。。。。
64022441球球群,有好多球球哦~~~~
just follow your own way

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白金会员勋章

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9#
发表于 2008-6-5 21:30:54 |只看该作者
。。。。。。。。。。。。。。。。。。。。。
本该如此

一个扭曲的社会,游戏论坛都不得安宁。

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游侠荣誉会员勋章

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10#
发表于 2008-6-5 21:44:48 |只看该作者

回复 #8 mofa37 的帖子

这是国际电子游戏大会上的一篇关于人机互动的论文

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11#
发表于 2008-6-5 21:45:08 |只看该作者
操作系统:Ubuntu Karmic (AMD64)
(GNOME 2.28 +KDE 4.3.1+E16 1.0)
电脑细节:DELL Vostro 1500 (Intel T7250,2GB*2,8600GT, 160GB,15.4" WXGA+,A4 Tech )

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神族 医疗兵 园丁
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12#
发表于 2008-6-5 21:49:38 |只看该作者

回复 #10 Undine 的帖子

我知道是人机交互,还研究了自省意识,微软想干吗?开发游戏还是开发母体?
64022441球球群,有好多球球哦~~~~
just follow your own way

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13#
发表于 2008-6-5 21:49:47 |只看该作者
好多名堂呀 和而后 支持一下 。。。。。。。。。。。。。
旧机                新机
E4300              E 1330 V3
KST 2G 677      8G DDR3 1600 X2
GA 965P S3      YC GTX 970 4G
ST 160G 8M      YC 512 SSD
YC 7900GS高清! GA B85 HD3

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14#
发表于 2008-6-5 21:50:50 |只看该作者
原来微软就是MATRIX的前身

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15#
发表于 2008-6-5 21:53:08 |只看该作者
来点乱码看看不是更爽                     
终于回忆起这号的破密码了=。=

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GRAW☆不锈钢の92FS Brigadier
权天使

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16#
发表于 2008-6-5 21:55:46 |只看该作者
lsx有高手啊.........

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17#
发表于 2008-6-5 22:03:33 |只看该作者
太宽泛了。
需要世界各地的调查机构共同作用,早已证明的只有动物有游戏的天赋。

游戏就是世界的一部分---在于规则,没有规则就是野兽的游戏,就像我的方式一样。
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发表于 2008-6-5 22:04:16 |只看该作者

回复 #8 mofa37 的帖子

有人搞工科,也有人搞理科,不是所有做学术工作的都为了要做出一个很现实很具体的东西来

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发表于 2008-6-5 22:21:37 |只看该作者

回复 #19 Undine 的帖子

这个确实有用,说不定教育方式都会改变。。。。。。
The next step for our project will be the technical implementation,这个STEP研究的怎么样了?。。。。
64022441球球群,有好多球球哦~~~~
just follow your own way

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20#
发表于 2008-6-5 23:13:24 |只看该作者
游戏本身并没有功利目的,游戏过程的本身就是游戏的目的
坐在山中观虎斗,趴在桥头看水流

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