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Histoire formelle du jeu d'aventure sur ordinateur (le cas de l'Amerique du Nord de 1976-1999).

机译:计算机冒险游戏的正式历史(1976年至1999年在北美的情况)。

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摘要

This dissertation examines the formal evolution of adventure games from 1976 to 1999. It aims at understanding the genre's emergence, its institution and transformations. The research is based on the parallel analysis of computer game magazine discourse and a large corpus of games. One of its main theses is that adventure games' generic identity is founded on a relatively stable gameplay experience despite important formal variations. This experience is maintained by the reproduction of a general game design architecture initiated by Adventure in 1977. Specific historical models of the adventure game are the product of a negociation between developers' efforts to adapt to changes in computer game ecology and the resistance of an established ludic architecture.;In the first chapter, the research project is justified considering the current state of knowledge pertaining to digital game history in general and adventure games in particular. The theoretical framework, methodology and source materials are also detailed. The second chapter offers a fresh look at Crowther and Woods' Adventure (1976; 1977) in terms of the network of cultural practices in which it was developed. This analysis helps mapping the outlines of the game's videoludic architecture. The third chapter describes the genre's " narrative turn " taking place in the early 1980s. It describes the various historical factors pushing the genre as a narrative vehicle by embedding structured pre-written stories. The context of adventure games' transition from a textual to a visual representation -- and its experiential consequences -- is the subject of the fourth chapter on the genre's " graphical turn ". The " ergonomical turn " described in the fifth chapter relates the institution of the " point & click " model to contemporary advances in human-computer interaction as well as to the maturation of video game design as an autonomous practice. The last chapter gives an account of adventure games' heyday on the onset of the multimedia revolution through the interactive film and "Myst-like" forms, followed by the slowdown -- or even standstill -- of its formal evolution.
机译:本文考察了1976年至1999年冒险游戏的形式演变。其目的是了解冒险游戏的出现,类型和转变方式。该研究基于对计算机游戏杂志话语和大型游戏库的并行分析。它的主要论点之一是,冒险游戏的通用身份是建立在相对稳定的游戏体验基础上的,尽管存在重要的形式变化。这种体验通过Adventure在1977年发起的通用游戏设计架构的复制而得以保留。冒险游戏的特定历史模型是开发人员为适应计算机游戏生态的变化而做出的努力与成熟的开发者之间的谈判的产物。在第一章中,考虑到有关一般数字游戏历史,尤其是冒险游戏的当前知识状态,对本研究项目进行了论证。理论框架,方法和源材料也作了详细介绍。第二章从发展它的文化实践网络的角度,对克劳瑟和伍兹的《冒险》(1976; 1977)进行了重新审视。这种分析有助于绘制游戏视频体系结构的轮廓。第三章介绍了该类型小说在1980年代初的“叙事转向”。它通过嵌入结构化的书面故事来描述推动该类型成为叙事工具的各种历史因素。冒险游戏从文本到视觉表示的过渡及其体验性后果是该类型“图形转向”第四章的主题。第五章中描述的“人机工程学转向”将“点击”模型的建立与人机交互的当代发展以及作为自主实践的视频游戏设计的成熟联系起来。上一章通过互动电影和“类似神秘的形式”,介绍了冒险游戏在多媒体革命开始时的鼎盛时期,其后是形式演变的缓慢甚至停滞。

著录项

  • 作者

    Lessard, Jonathan.;

  • 作者单位

    Universite de Montreal (Canada).;

  • 授予单位 Universite de Montreal (Canada).;
  • 学科 Design and Decorative Arts.;Multimedia Communications.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 292 p.
  • 总页数 292
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 肿瘤学;
  • 关键词

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