Gamer-tourist. Video game guides and shaping of user experience
PDF (Język Polski)

Keywords

user experience
video game
tourism
guides
paratexts

How to Cite

Chojnacki, M. M. (2023). Gamer-tourist. Video game guides and shaping of user experience. Images. The International Journal of European Film, Performing Arts and Audiovisual Communication, 33(42), 103–114. https://doi.org/10.14746/i.2023.33.42.6

Abstract

The article addresses the issue of the gamer-tourist. The author discusses it from the perspective of a specific reception attitude, consisting in transferring behaviours and expectations typical of virtual tourism to gameplay. The article also takes a closer look at the issue of guides targeted at gamers, specific paratexts that can shape the user experience by formatting the vision of gameplay.

https://doi.org/10.14746/i.2023.33.42.6
PDF (Język Polski)

References

Aarseth E., Cybertekst. Spojrzenia na literaturę ergodyczną, przeł. M. Pisarski, P. Schreiber, D. Sikora, M. Tabaczyński, Kraków – Bydgoszcz 2014

Ballagas R., Kuntze A., Walz S.P., Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists, [w:] Pervasive Computing, red. J. Indulska, D.J. Patterson, T. Rodden, Heidelberg 2008, s. 244–261 DOI: https://doi.org/10.1007/978-3-540-79576-6_15

Banaszkiewicz M., Duda A., To be a S.T.A.L.K.E.R. On architecture, computer games and tourist experience in the Chernobyl Exclusion Zone, [w:] Tourism Fictions, Simulacra and Virtualities, red. M. Gravari-Barbas, N. Graburn, J.-F. Staszak, London 2019, s. 197–210 DOI: https://doi.org/10.4324/9780429278952-11

Bartle R., Gracze, którzy pasują do MUD-ów, przeł. P. Zająkała, [w:] Światy z pikseli. Antologia studiów nad grami komputerowymi, wybór i koncepcja M. Filiciak, Warszawa 2010, s. 363–408

Consalvo M., Cheating. Gaining Advantage in Videogames, Cambridge – London 2007 DOI: https://doi.org/10.7551/mitpress/1802.001.0001

Dubois L., Gibbs C., Video game–induced tourism: a new frontier for destination marketers, „Tourism Review” 2018, nr 73(2), s. 186–198. DOI: https://doi.org/10.1108/TR-07-2017-0115

Flynn B., Towards an Aesthetics of Navigation: Spatial Organisation in the Cosmology of the Adventure Game, „M/C Journal” 2000, nr 3(5). DOI: https://doi.org/10.5204/mcj.1875

Glas R., Battlefields of Negotiation. Control, Agency, and Ownership in World of Warcraft, Amsterdam 2012 DOI: https://doi.org/10.26530/OAPEN_437366

Junko Y., Hsu C., Liu T., Video Games as a Media for Tourism Experience, [w:] Information and Communication Technologies in Tourism 2022, red. J.L. Stienmetz, B. Ferrer-Rosell, D. Massimo, Cham 2022, s. 67–71 DOI: https://doi.org/10.1007/978-3-030-94751-4_6

Kaczmarek J., Stasiak A., Włodarczyk B., Produkt turystyczny, „Turystyka i Hotelarstwo” 2002, nr 1, s. 33–54

Khattab M., Sihvonen T., Harrer S., Playing at Knowing Ancient Egypt. The Tourist Gaze in Assassin’s Creed: Origins, [w:] A Ludic Society, red. N. Denk, A. Serada, A. Pfeiffer, Hamburg 2021, s. 61–72

Muriel D., Crawford G., Video Games As Culture. Considering the Role and Importance of Video Games in Contemporary Society, London – New York 2018 DOI: https://doi.org/10.1177/1555412017750448

Newman J., Playing with Videogames, Oxon – New York 2008 DOI: https://doi.org/10.4324/9780203892619

Nowotarski W., Typologia przewodników turystycznych i jej uzus w tytulaturze, „Folia Turistica” 2020, nr 54, s. 145–164. DOI: https://doi.org/10.5604/01.3001.0014.0516

Radošinská J., Portraying Historical Landmarks and Events in the Digital Game Series Assassin’s Creed, „Acta Ludologica” 2018, nr 1(2), s. 4–16 Ramírez-Moreno C., Promoting Yokosuka via Video Game Tourism: The case of the Shenmue Sacred Spot Guide Map, Proceedings of DiGRA 2019, http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2019_paper_5-compressed.pdf (dostęp: 15.10.2022)

Ryan J., Super Mario. How Nintendo conquered America, London 2011

Salmond M., Salmond J., The gamer as tourist. The simulated environments and impossible geographies of videogames, [w:] Tourism and the Creative Industries. Theories, policies and practice, red. P. Long, N.D. Morpeth, New York 2016, s. 151–163 DOI: https://doi.org/10.4324/9781315735870-10

Schweizer B., Touring the videogame city, [w:] Locating Imagination in Popular Culture. Place, Tourism and Belonging, red. N. van Es, S. Reijnders, L. Bolderman, New York 2021, s. 151–165 DOI: https://doi.org/10.4324/9781003045359-12

Střelák D., Škola F., Liarokapis F., Examining User Experiences in a Mobile Augmented Reality Tourist Guide, [w:] PETRA ’16: Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments, New York 2016 DOI: https://doi.org/10.1145/2910674.2935835

Swacha J., Architecture of a Dispersed Gamification System for Tourist Attractions, „Information” 2019, nr 10(33). DOI: https://doi.org/10.3390/info10010033

The New Shenmue Guide Map: The Differences, PhantomRiverStone, 15.10.2018, https://www.phantomriverstone.com/2018/10/the-new-shenmue-guide-map-differences.html (dostęp: 15.10.2022)

Weber J., Augmented reality gaming: A new Paradigm for Tourist Experiences?, [w:] Information and Communication Technologies in Tourism 2014, red. R. Baggio, M. Sigala, A. Inversini, Cham 2014, s. 21–24

Ziarkowski D., Przewodniki a rozwój nowoczesnej turystyki w XIX wieku, „Turystyka Kulturowa” 2018, nr 7, s. 23–42

Assassin’s Creed (Ubisoft, 2007–2020)

Assassin’s Creed: Origins (Ubisoft, 2017)

Infamous Second Son (Sucker Punch Productions, Sony Computer Entertainment, 2014)

Marvel’s Spider-Man (Insomniac Games, Sony Computer Entertainment, 2018)

Shenmue (Sega AM2, Sega, 2000)

Shenmue I & II (D3T, Sega, 2018)

Sleeping Dogs (United Front Games, Square Enix, 2012)

S.T.A.L.K.E.R. (GSC Game World, 2007–2009)

Watch Dogs 2 (Ubisoft Montreal, Ubisoft, 2016)