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https://xiaoyuzhoufm.com

00:00:40 嘉宾简介:

葛亮,伦敦大学学院数字社会学助理教授/讲师

赖子珊,新加坡国立大学传播与新媒体学院博士候选人

Eva,俄亥俄大学媒体研究博士生

赵奚可,杜克大学liberal studies硕士生


00:03:25 乙女游戏历程

00:47:20 乙女游戏的历史和发展

01:08:10 乙女游戏的特点

01:14:30 中国游戏产业、政策和市场

01:31:38 游戏的衍生类活动

01:50:08 游戏配音

02:09:53 乙女游戏和性别

02:26:35 乙女游戏和消费主义

02:42:00 对乙女游戏的期待


提到的游戏:

《恋与制作人》(苏州叠纸网络科技有限公司)

《恋与深空》(苏州叠纸网络科技有限公司)

《光与夜之恋》(腾讯游戏旗下北极光工作室)

《代号鸢》(代号鸢工作室)

《遇见逆水寒》(网易游戏)

《世界之外》(网易游戏)

《时空中的绘旅人》(网易游戏)

《未定事件簿》(米哈游)

《薄樱鬼》(Idea Factory)

《终远的威尔修 ErroR:salvation》(Idea Factory旗下Otomate)

《异世界配信:谎言与真实》(Idea Factory旗下Otomate)

《even if TEMPEST 黄昏中魔女如是说》(Voltage)

《女神异闻录》(ATLUS)

《偶像梦幻祭》(Kodansha)

《仙剑奇侠传三》(大宇资讯旗下上海软星)

《仙剑奇侠传三外传:问情篇》(大宇资讯旗下上海软星)

《仙剑奇侠传五》(大宇资讯旗下北京软星)

《命运石之门》(5pb.)

《Fate系列》(Type-Moon)

《古剑奇谭一》(上海烛龙信息科技有限公司)

《古剑奇谭二》(上海烛龙信息科技有限公司)

《梦王国与沉睡的100名王子》(GCREST)

《王者荣耀》(腾讯旗下天美工作室群L1工作室)

《原神》(米哈游)

《撸啊撸》(北京萌我爱网络有限公司)

《奇迹暖暖》(苏州叠纸网络科技有限公司)

《模拟人生》(Maxis)

《Paradox Live》(avex和GCREST)

《催眠麦克风-Division Rap Battle》(Idea Factory旗下Otomate)

《偶像梦幻祭》(乐元素旗下Happy Elements K.K.)


提到的其他文化产品:

吉屋信子《花物语》

日漫《樱兰高校男公关部》

日漫《网球王子》

播客《配音修罗道》

综艺《我是特优声》《声临其境》

君sola《探虚陵》(百合小说、广播剧)

唐酒卿《将进酒》(耽美小说、广播剧)


相关学术研究推荐:

Chess, Shira. Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press, 2017. https://doi.org/10.5749/j.ctt1pwt7z7.

Ganzon, Sarah Christina. “Making Love Not War: Female Power and the Emotional Labor of Peace in Code: Realize—The Guardian of Rebirth and Princess Arthur.” Digital Love: Romance and Sexuality in Games, edited by Heidi McDonald, CRC Press/Taylor & Francis Group, 2018, pp. 37–58.

Ganzon, Sarah Christina. “‘Sweet Solutions for Female Gamers’: Cheritz, Korean Otome Games, and Global Otome Game Players.” Digital Love: Romance and Sexuality in Games, edited by Heidi McDonald, CRC Press/Taylor & Francis Group, 2018, pp. 225–44.

Ge, Liang. “Feminization of Labor: Vulnerability of Women Workers in the Digital Audio Drama Industry.” Convergence, https://journals.sagepub.com/doi/10.1177/13548565251325531.

Laurel, Brenda. “Why Not Make Video Games for Girls?” TED. 1998, https://www.ted.com/talks/brenda_laurel_why_not_make_video_games_for_girls. Accessed Apr. 2025.

Light, Ben, Jean Burgess, and Stefanie Duguay. "The walkthrough method: An approach to the study of apps." New media & society 20, no. 3 (2018): 881-900.

Lynch, Teresa, Jessica E. Tompkins, Irene I. Van Driel, and Niki Fritz. "Sexy, strong, and secondary: A content analysis of female characters in video games across 31 years." Journal of Communication 66, no. 4 (2016): 564-584.

Lai, Zishan, and Tingting Liu. "'Protecting our female gaze rights': Chinese female gamers’ and game producers’ negotiations with government restrictions on erotic material." Games and Culture 19, no. 1 (2024): 3-23.

Liu, Eva Y. "When feminist awareness clashes with romance in games: a feminist reception study of otome gamers in China." Chinese Journal of Communication (2024): 1-17.

Liu, Tingting, and Zishan Lai. "From non-player characters to othered participants: Chinese women's gaming experience in the ‘free ’ digital market." Information, Communication & Society 25, no. 3 (2022): 376-394.

Liu, Tingting, and Zishan Lai. "Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women." Games and Culture (2024): 15554120241306788.

Yodovich, Neta, and Jinju Kim. "Exploring the feminisation of backseat gaming through Girlfriend Reviews YouTube channel." Games and Culture 17, no. 5 (2022): 795-815.

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