A Qualitative Study Exploring the Appeal of the Nintendo Switch: A Hybrid Revolution
Field | Value | Language |
dc.contributor.author | Zhangshao, Tianyi | |
dc.date.accessioned | 2023-05-15T06:19:05Z | |
dc.date.available | 2023-05-15T06:19:05Z | |
dc.date.issued | 2023 | en_AU |
dc.identifier.uri | https://hdl.handle.net/2123/31232 | |
dc.description.abstract | This thesis investigates how the Nintendo Switch shapes play and players’ experiences. As the latest Nintendo console was first released in 2017, the Switch has sold 122.55 million units and has become the second best-selling console in Nintendo history. The iconic feature of the console is to switch between different gaming modes, enabling players to play games in different gaming environments. This “hybridity” of different modes draws a distinction between the Switch and other gaming devices and offers a new gaming experience that occupies a gap between traditional console gaming with modern mobile gaming. Drawing on qualitative research into player experiences with the Switch, this research aims to answer: How the Switch is played and What the appeal of the Switch is. This research found that different gaming modes were used to cope with certain gaming situations, which constructed the hybrid gaming experiences of the Switch. Based on this finding, this study argues that the hybrid gaming experience enables players to negotiate various magic circles to manage the relationship between gaming and their life, which constructs the appeal of the console. This research further argues that players’ ways of engaging with the Switch are shaped by their interpretations of the Nintendo brand, which is a strong paratext that persuades players that Nintendo gaming experiences are attractive. | en_AU |
dc.language.iso | en | en_AU |
dc.subject | Nintendo Switch | en_AU |
dc.subject | hybridity | en_AU |
dc.subject | casual | en_AU |
dc.subject | the magic circle | en_AU |
dc.subject | paratexts | en_AU |
dc.title | A Qualitative Study Exploring the Appeal of the Nintendo Switch: A Hybrid Revolution | en_AU |
dc.type | Thesis | |
dc.type.thesis | Masters by Research | en_AU |
dc.rights.other | The author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission. | en_AU |
usyd.faculty | SeS faculties schools::Faculty of Arts and Social Sciences::School of Art, Communication and English | en_AU |
usyd.department | Discipline of Media and Communications | en_AU |
usyd.degree | Master of Arts (Research) M.A.(Res.) | en_AU |
usyd.awardinginst | The University of Sydney | en_AU |
usyd.advisor | Carter, Marcus |
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