游戲進行過程中,玩家需要到達相應的檢查點以確保另一半的愛情值,而小道具則可以使你更快地接近目標——大多數(shù)情況下,這些道具除了好看以外,別無他用。這種現(xiàn)象將戀情與時尚聯(lián)系在了一起,而且還印證了Daliot-Bul關(guān)于人們購買膠囊中的玩具是為了美與情感的看法?!禨hall We Date?》中那些只存在于游戲世界的道具并不一定都是通關(guān)必須的,更有可能是代表了玩家的愿望。畢竟,當游戲的目的是追求愛情,誰不想讓自己在戀愛看起來完美呢?
Allison, A. (2003). Portable monsters and commodity cuteness: Pokémon as Japan’s new global power. Postcolonial Studies, 6(3), 381-395.
Daliot-Bul, M. (2009). ASOBI in action: Contesting the cultural meanings and cultural boundaries of play in Tokyo from the 1970s to the present. Cultural Studies, 23(3), 355-380.
De Vere, Kathleen. (2012). Japan officially declares lucrative konpu gacha practice illegal in social games. Social Times.
Andlauer, L. (2017, May 10). Otome: sens, significations et constructions culturelles. Blog Post.
Lubow, A. (2005). THE MURAKAMI METHOD. New York Times Magazine, 48-57, 64, 76, 79.
Omatsu. (2014, July 19). Gachagacha/gachapon no rekishi: gachagacha no hasshou ha nijuu seiki Amerika de tanjou (The History of Gachagacha/Gachapon: Its birth in Twentieth Century America). Blog post.
Shibuya, A., Teramoto, M., & Shoun, A. (2016). In-Game Purchases and Event Features of Mobile Social Games in Japan. In S. A. Lee & A. Pulos (Eds.),Transnational Contexts of Development History, Sociality, and Society of Play (East Asian Popular Culture, pp. 95-122). Cham: Springer International Publishing.
游戲進行過程中,玩家需要到達相應的檢查點以確保另一半的愛情值,而小道具則可以使你更快地接近目標——大多數(shù)情況下,這些道具除了好看以外,別無他用。這種現(xiàn)象將戀情與時尚聯(lián)系在了一起,而且還印證了Daliot-Bul關(guān)于人們購買膠囊中的玩具是為了美與情感的看法?!禨hall We Date?》中那些只存在于游戲世界的道具并不一定都是通關(guān)必須的,更有可能是代表了玩家的愿望。畢竟,當游戲的目的是追求愛情,誰不想讓自己在戀愛看起來完美呢?
Allison, A. (2003). Portable monsters and commodity cuteness: Pokémon as Japan’s new global power. Postcolonial Studies, 6(3), 381-395.
Daliot-Bul, M. (2009). ASOBI in action: Contesting the cultural meanings and cultural boundaries of play in Tokyo from the 1970s to the present. Cultural Studies, 23(3), 355-380.
De Vere, Kathleen. (2012). Japan officially declares lucrative konpu gacha practice illegal in social games. Social Times.
Andlauer, L. (2017, May 10). Otome: sens, significations et constructions culturelles. Blog Post.
Lubow, A. (2005). THE MURAKAMI METHOD. New York Times Magazine, 48-57, 64, 76, 79.
Omatsu. (2014, July 19). Gachagacha/gachapon no rekishi: gachagacha no hasshou ha nijuu seiki Amerika de tanjou (The History of Gachagacha/Gachapon: Its birth in Twentieth Century America). Blog post.
Shibuya, A., Teramoto, M., & Shoun, A. (2016). In-Game Purchases and Event Features of Mobile Social Games in Japan. In S. A. Lee & A. Pulos (Eds.),Transnational Contexts of Development History, Sociality, and Society of Play (East Asian Popular Culture, pp. 95-122). Cham: Springer International Publishing.
作者: 婧媛???? 時間: 2021-11-10 23:33
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