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Musical Ecologies in Video Games

机译:电子游戏中的音乐生态学

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What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson's ecological approach to psychology-particularly his concept of affordances-is well suited to theorise the role of music in player experience. In a game, players perceive the environment and gameplay situations in terms of the goal-oriented actions they afford. Nondiegetic music, not tied to any place in the digital game world, can play a unique role in the structuring of these affordances. Through a series of case studies, I will show that music creates and structures situations both in the game environment (such as the appearance of enemies in Unreal) and beyond the game environment (such as the death of an avatar and the restart of a level in Super Mario Bros.).
机译:使视频游戏成为视听媒体的独特之处不仅在于它们是交互式的,而且这种交互性是受规则约束和面向目标的。这意味着播放器体验(包括音乐体验)会通过这些特征以某种方式塑造或构造。由于詹姆斯·吉布森(James Gibson)着重于感知中的行动,因此他的生态学心理学方法(尤其是他的负担能力概念)非常适合于理论化音乐在玩家体验中的作用。在游戏中,玩家根据他们提供的面向目标的动作来感知环境和游戏情况。与数字游戏世界中任何地方都没有联系的非饮食音乐可以在这些赠品的结构中扮演独特的角色。通过一系列的案例研究,我将证明音乐可以在游戏环境(例如虚幻中的敌人的出现)以及游戏环境之外(例如化身的死亡和关卡的重新启动)中创造和构造情况。在《超级马里奥兄弟》中。

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