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Exploring Interactive Narrative and Ideology in War Games

机译:战争游戏中的互动叙事与思想

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Given the immense popularity of information and communication technologies, it is a time of radical change. In contact with modern technology, people are spending their time in virtual worlds and a large part of this time is spent playing games. This brings into question the concept of identification and representation within game narrative. Within this paper, narrative or 'storytelling' is explored within the realm of videogames, with specific reference to 'interactivity' and 'character immersion' in two war game case studies, Middle-Earth: Shadow of Mordor and Anglo-Boer War. Within the interactive realm of video games, players play an active role in determining the flow and outcome of the story. Critics have argued that games can transmit different ideologies to players. By actively identifying with the characters on screen (and determining their ultimate path) one may argue that playing a game set against a historical backdrop may have an active influence on their ideological perception of the historical events and in turn influence their own identity and how they navigate contemporary society. This paper is a proposal that the interactive quality of video game storytelling infers that narrative can be self-constructed, especially with the right design choices. But can games arguably be used as a tool for psychological warfare? The authors interrogate the 'interactive meaning making process' in the two games; and clarifies it by interviewing a developer of one of the games.
机译:鉴于信息和通信技术的巨大普及,这是一个激进的变化。在与现代技术接触中,人们在虚拟世界中度过了他们的时间,这次占有一大部分时间都在玩游戏。这使得讨论叙事中的识别和代表的概念。在本文中,叙述或“讲故事”在电子游戏领域内探讨,具体参考“互动”和“互动”和“角色浸入”在两次战争游戏案例研究中,中间地球:摩西和勇敢战争的影子。在视频游戏的互动领域内,玩家在确定故事的流量和结果时发挥积极作用。批评者认为,游戏可以向玩家传达不同的意识形态。通过积极地识别屏幕上的角色(并确定其最终路径),可以争辩说,播放针对历史背景的游戏可能对他们对历史事件的思想感知有积极的影响,而且反过来影响自己的身份和它们导航当代社会。本文是一项提案,即视频游戏讲述叙事的互动质量叙述可以自建造,尤其是正确的设计选择。但是可以使用游戏可以用作心理战的工具?作者询问了两场比赛中的“互动意义”;通过面试其中一个游戏的开发商来澄清它。

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