首页> 外文期刊>H-ermes. Journal of Communication >Da solo, al buio. Pratiche narrative ed esperienze videoludiche della paura = Alone, in the dark. Narrative practices and videogame experiences of fear
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Da solo, al buio. Pratiche narrative ed esperienze videoludiche della paura = Alone, in the dark. Narrative practices and videogame experiences of fear

机译:独自在黑暗中。恐惧的叙事方式和视频游戏体验=黑暗中的孤独。恐惧的叙事手法和电子游戏体验

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Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascape, video games represent the only narrative medium where the danger for the fate of the protagonist represents an ordinary event. However, this is not an intrinsic bias of the game form, but a potentially problematic convention inherited from an era related to the early days of gaming, where it made sense to look at games from a perspective based on basic rules such as "try again" (James Paul Gee, 2005). I propose to examine the cybernetic interaction between player and machine, where the digital figure - simulating autonomous action - makes the boundaries between the game object and interactive subjectivity blurred. Analyzing the genre called "survival horror", I want to draw a parallel between the architectures of videogames with those of literature and genre cinematography.
机译:独自在黑暗中。恐惧的叙事手法和电子游戏体验。在当代的媒体视野中,视频游戏是唯一的叙事媒介,主人公的命运危险代表着平常的事件。但是,这不是游戏形式的内在偏见,而是一种可能存在问题的惯例,它是从与游戏早期有关的时代继承而来的,在该惯例中,从基于诸如“重试”的基本规则的角度来看游戏是有意义的。 (James Paul Gee,2005年)。我建议研究玩家与机器之间的控制论互动,其中数字人物(模拟自主动作)使游戏对象与互动主观性之间的界限变得模糊。在分析被称为“生存恐怖”的游戏类型之后,我想在电子游戏的架构与文学和游戏类型的摄影学之间找到一个相似之处。

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