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Retrogaming, giocare con la nostalgia = Retrogaming, playing with nostalgia

机译:怀旧游戏,怀旧游戏=怀旧游戏,怀旧游戏

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The cultural practices related to video games - a relatively young communication medium - gained substantial relevance in the media system. They are characterized by a mix of regret and sadness because of the impossibility to go back to places, people and, in this case, interactions, which - although they belong to the sphere of the immaterial - are vividly laid out in memories. Nostalgia emphasizes a strong collective dimension in addition to his individual nature. Starting from the aesthetics of the ruin of Poe and the Romantics (Brancato, 2000), the nostalgia of pop culture fueled, especially in the last decade, an idealization of childhood and adolescent culture of the eighties and nineties of the twentieth century. This article aims to analyze the rise of this phenomenon, trying to understand the social dynamics that - in a market tending to hyperrealism and immersive virtual reality - push the players to remain romantically involved to the originals video games, in paradoxical contrast to the inherent fluidity of the medium.
机译:与视频游戏有关的文化习俗(一种相对较年轻的传播媒介)在媒体系统中具有重要意义。它们的特征是遗憾和悲伤的混合,因为它们无法返回到地点,人和在这种情况下的互动,尽管它们属于非物质领域,却生动地呈现在记忆中。怀旧除了强调个人个性外,还强调了强大的集体维度。从Poe和Romantics遗迹的美学出发(Brancato,2000年),流行文化的怀旧气息尤其是在最近十年中推动了20世纪80年代至90年代童年和青少年文化的理想化。本文旨在分析这种现象的产生,试图了解在倾向于超写实和沉浸式虚拟现实的市场中,促使玩家继续浪漫地参与原始视频游戏的社会动态,这与固有的流动性形成了矛盾。媒介。

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