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Environmental storytelling, ideologies and quantum physics: narrative space and the BioShock games

机译:环境叙事,意识形态和量子物理:叙事空间和生化奇兵游戏

摘要

In this paper, I present a narratological approach to the BioShock trilogy of games. I look at three narratological levels as they relate to space. At the level of the storyline, a large part of the game revolves around the piecemeal construction of the narrative of the game space – the narrative of the player's avatar is developed alongside the narrative of what happened to the space he is moving through. At the level of the storyworld, the game space symbolizes ideological oppositions – many locations are appropriated as a way of opposing the dominant ideology of the game space. At the level of the narrative universe, I focus on the last part of the trilogy, which is, to a large extent, a story about the story and, hence, metaleptic. The player and his avatar move through many different storyworlds and storylines, all alike yet subtly different from each other.
机译:在本文中,我为游戏的《生化奇兵》三部曲提供了叙事学方法。我关注与空间相关的三个叙事学层面。在故事情节的层面上,游戏的大部分内容围绕游戏空间的叙事的零散构造–玩家头像的叙事与他所穿越的空间所发生的叙事一起发展。在故事世界的层面上,游戏空间象征着意识形态上的对立面–许多位置都被用作抵制游戏空间主流意识形态的一种方式。在叙事宇宙的层面上,我关注三部曲的最后一部分,这在很大程度上是关于该故事的故事,因此也具有讽刺意味。玩家和他的头像在许多不同的故事世界和故事情节中移动,它们彼此相似但又有细微的差别。

著录项

  • 作者

    Zakowski Samuel;

  • 作者单位
  • 年度 2016
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类

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