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中文题名:

 “游戏世界”的更远处    

姓名:

 李享    

学科名称:

 文学 - 中国语言文学类 - 汉语言文学    

学生类型:

 学士    

学位名称:

 文学学士    

学校:

 中国人民大学    

院系:

 文学院    

专业:

 汉语言文学    

第一导师姓名:

 陈奇佳    

完成日期:

 2021-05-06    

提交日期:

 2021-05-17    

中文关键词:

 电子游戏 ; 游戏经验 ; 故障 ; 隐含玩家    

中文摘要:

本文从游戏的时空特性出发,指出游戏发生于“游戏世界”,游戏活动一般被定义为玩家在“游戏世界”中的行动。本文首先梳理游戏与其他艺术形式共通的“世界”概念及其中的玩家、“欣赏者”体验,指出游戏为“参与性欣赏”的代表。接着以电子游戏的“游戏世界”为“参与性”的典型进行分析,并使用神经科学的理论,尝试对电子游戏玩家的游戏经验进行描述。其次,本文指出“游戏世界”概念遭遇的挑战,本文描述了两个不可忽视的现象,即电子游戏中故障的出现,与玩家行为的“越轨”,认为这要求一种新的理论来重新解释电子游戏与游戏活动。在此本文重新分析传统游戏,阐述了游戏的“物质性”与“过程性”,比较电子游戏与传统游戏,说明电子游戏的“物质性”与“过程性”难以分离的特性,并阐述了这种特性与“游戏世界”概念的联系。

外文摘要:

Based on the space-time characteristics of games, this paper points out that the game takes place in the "game world", and the game activity is generally defined as the player's action in the "game world". This paper first combs the concept of "world" shared by game and other art forms, and the experience of players and "appreciators", pointing out that game is the representation of "participatory appreciation". Then, taking the "game world" of video games as a typical example of "participation", this paper attempts to describe the game experience of video game players by using the theory of neuroscience. Secondly, this paper points out the challenge of the concept of "game world". This paper describes two phenomena that can not be ignored, namely, the emergence of glitches in video games and the "deviance" of players' behavior, which requires a new theory to reinterpret video games and game activities. This paper re-analyzes the traditional game, expounds the "materiality" and "processuality" of the game, compares the electronic game with the traditional game, explains the difficult separation of the "materiality" and "processuality" of the electronic game, and expounds the connection between this characteristic and the concept of "game world".

总页码:

 11    

参考文献:

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[2] Grodal, T (2003). The Video Game Theory Reader. (pp. 142-144). London: Routledge.

[3] Aarseth, E. (2005). The Perception of Doors: Fiction vs Simulation in Games. Digital Arts & Culture, December,1 - 3 .

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[5] Walton, K.L. (1990). Mimesis as Make-Believe.(pp.22-23). London: Harvard University Press.

[6] Janik, J. (2017). Glitched Perception: Beyond the Transparency and Visibility of the Video Game Object. Journal of Film and Media Studies, 2(2).

[7] 浮尘. PS5 DualSense无线手柄公开[EB/OL]. http://www.a9vg.com/article/73312. 2020年4月8日访问.

[8] Botvinick,M. Cohen,J. (1998). Rubber Hand ‘Feels’ Touch That Eyes See. Nature. 1998, 397.

[9] Leino, O.T. (2012). Death Loop as a Feature. Game Studies, 12(2).

[10] Geschwind,D. H.(1995) Alien Hand Syndrome: Interhemispheric Disconnection Due to Lesion in the Midbody of the Corpus Callosum, Neurology, 45.

[11] Wolfgang, I (1974). The Implied Reader: Patterns of Communication in Prose Fiction from Bunyan to Beckett (pp.90-96). Baltimore and London: Johns Hopkins University Press.

[12] Aarseth, E. (2007). I Fought the Law: Transgressive Play and The Implied Player. DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play .Vol. 4.

[13] Leino,O. T. (2012). Untangling Gameplay: An Account of Experience, Activity and Materiality Within Computer Game Play. Dordrecht: Springer.

[14] Juul, J. (2003). The Game, The Player, The World: Looking for a heart of gameness. Level Up. Digital Games Research Conference. 4-6 November 2003.

[15] Calleja, G. (2011). In-game: From immersion to incorporation, Cambridge: MIT Press.

[16] Leino,O. T.(2009).Understanding Games as Played: Sketch for a first-person perspective for computer game analysis.The Philosophy of Computer Games Conference.

开放日期:

 2021-05-17    

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