نوع مقاله : مقاله پژوهشی
عنوان مقاله English
نویسندگان English
Free-to-play online games are virtual lifeworlds founded upon a set of "rhetorical situations." Drawing on the notion of the "magic circle," the rhetoric of such games can be examined across three areas: the pro-gamic (the real-world context where the game is produced and experienced), the peri-gamic (the boundary zone that simultaneously incorporates characteristics of both the real world and the gamic world), and the gamic (which relates to the direct experience of gameplay). In this research, we concentrate on gamic rhetorical situations, regarding "coliseums" as the gamic-world elements situated within peri-gamic environments. Adopting the methodological-epistemological framework of Dramatism, we analyze the gamic rhetorical situations in the game "Mafioso" in connection with its coliseumic rhetorical situations. The objective is to reveal the interplay between gamic and coliseumic rhetorical situations in shaping user experience development. Findings shows that the player's proficiency in progressing through the gameplay consists of subjugating random factors and coliseumic aspects, though these very factors can occasionally render that proficiency ineffective or hold it in abeyance. Variables such as the random opponent's level and the activation of many hero "abilities" (within the gamic area), along with loot box contents and the configuration of diverse overlapping coliseums (within the peri-gamic area), are all beyond the user's control and exert decisive impacts on user experience. Hence, the user's experience of gameplay is transformed in relation to the coliseum, because gameplay is continually reshaped by the coliseum through which the tripartite components of rhetorical situations—exigence, constraints/resources, and audiences or identified users—are defined.
کلیدواژهها English