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Historie i spil - historiebrug og historiesyn i computerspilgenren historiske strategispil belyst gennem en analyse af Settlers 7: Paths to a Kingdom

机译:游戏历史-通过对《定居者7:通向王国的道路》的分析阐明了故事的使用和计算机游戏类型历史策略游戏中的历史

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摘要

This thesis investigates the use of history in the digital game subgenre historical building strategy games through a narrative and ludological analysis of the game Settlers 7: Paths to a Kingdom, which is set in late Medieval and early Renaissance Europe. Like film, books and other media the strategy games use historical periods, events and persons as a setting or part of the gameplay. And as games on a global scale are continuously gaining ground, it is important to uncover the character of their use of history and their inherent ideological assumptions. The research done so far is scarce and mostly centered on the ideological assumptions in a very limited number of games, and by analyzing a game different in several ways from the few games that have be examined, I hope to add new perspectives. The overall conclusion is that even though Settlers 7 is a game without major ambitions in regards to historical detail, and despite its simplifications and omissions of many important aspects of the late medieval world, it still manages to paint a relatively nuanced picture. This is due to the fact that the use of history is not just a setting interchangeable with other settings, but embedded in the core of the game. This makes the game capable of actively using the historical material to in a larger sense tell a story of the development of the late Medieval and early Renaissance European society through three driving factors; capitalism, conflict and knowledge. It does so by structuring the gameplay around societal elements and attributing different values to them by marking elements representative to the Renaissance as the future and the medieval elements as the past. In doing so, the game portraits the late medieval world from a present day perspective.
机译:本文通过对《中世纪殖民者7:通往王国的道路》(Settlers 7:Paths to Kingdom)的叙事和语言学分析,研究了数字游戏亚类型历史建筑策略游戏中历史的使用情况。像电影,书籍和其他媒体一样,策略游戏使用历史时期,事件和人物作为游戏设置或一部分。随着全球范围内游戏的不断发展,重要的是要揭露其使用历史的特征及其固有的意识形态假设。迄今为止所做的研究很少,主要集中在数量非常有限的游戏中的意识形态假设上,并且通过分析与已研究的少数游戏有几种不同方式的游戏,我希望增加新的观点。总体结论是,尽管《定居者7》在历史细节方面没有重大野心,尽管它简化了中世纪晚期世界的许多重要方面,但仍设法描绘出相对细微的画面。这是由于以下事实:历史记录的使用不仅是与其他设置可以互换的设置,而且还嵌入了游戏的核心。这使游戏能够通过三个驱动因素积极地使用历史资料来更广泛地讲述中世纪晚期和文艺复兴早期欧洲社会的发展。资本主义,冲突和知识。它通过围绕社会元素来构造游戏玩法,并通过将代表文艺复兴时期的元素标记为未来,将中世纪元素标记为过去,从而赋予它们不同的价值。在这种情况下,该游戏从当今的角度描绘了中世纪晚期的世界。

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    Jarvad Lotte Riber;

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  • 年度 2013
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  • 原文格式 PDF
  • 正文语种 {"code":"da","name":"Danish","id":6}
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