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Reading Games. An analysis of the Alice books' adaptation into game format

机译:阅读游戏。爱丽丝书籍适应游戏格式的分析

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摘要

The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces. Both games are structured witha notable imperative narrative that each player has to follow, while Alice: Madness Returns allows for more explorationand, consequently, greater possibility to expand the story told. This is mainly done by finding details and memoryfragments in the game's different environments and is, to some extent, comparable with the reader's filling in on thestructured blanks in a written text. In this regard the game scenario, however, is understood as a visual and ergodicmanifestation of the reader's mental process. This shows that, in the case of these particular game adaptations, theincreased degree of interactivity has brought with it a greater focus on the narrative as such. Both games also focusmore on the character development of Alice, as opposed to Carroll's original stories, while the complexity of the latter'spossible meanings instead is simplified into a single interpretation where Wonderland comes across as nothing morethan Alice's own delusion. Thus the two game adaptations in question are best considered as complements rather thanpossible substitutes to the original literary works.From a didactical point of view the aspect of comparing narratives in classic literature to that in different media,such as video games, is discussed in Raine Koskimaa's terms of electracy as a new form of literacy. Also considered isJames Paul Gee's notion of video games as something more relevant than literature for today's students, which is whystudies of the medium come across as more important by the day. The significance of relating the literary canon to themany different forms in which it is expressed anew is therefore emphasized as a didactic goal to strive for.
机译:本文的目的是通过比较《爱丽丝梦游仙境》和《透过镜》与美国麦吉的爱丽丝,以及主要的《爱丽丝:疯狂归来》,研究从文学到电子游戏格式改编后的后果。为了回答这个问题,我们考虑了游戏理论和文学评论的方方面面,例如游戏媒介的叙事潜力以及游戏玩法可能与沃尔夫冈·伊泽尔的阅读过程理论相似。分析显示了原始叙事的方式已进行更改,以适应其新媒体。某些书的主要成分只是简单地在游戏的所谓信息空间中重播,即文本和视频序列,在这些文本和视频序列中,其他可玩角色不受控制。相反,其他人则经历了鲁迪尔化或全人类化,其中故事事件被视为游戏动作空间中的可玩元素。这两款游戏的结构均以每个玩家都必须遵循的重要命令性叙述为基础,而《爱丽丝:疯狂回归》则允许进行更多的探索,从而有更大的可能性来讲述故事。这主要是通过在游戏的不同环境中查找细节和内存碎片来完成的,并且在某种程度上与读者在书面文本中填写结构化空白有关。然而,就此而言,游戏场景被理解为读者心理过程的视觉和遍历表现。这表明,在这些特殊的游戏改编的情况下,互动程度的提高使人们更加关注叙事本身。与卡洛尔的原始故事相反,这两款游戏还更加关注爱丽丝的角色发展,而后者的可能含义的复杂性却简化为单一的解释,其中《仙境》无非就是爱丽丝自己的错觉。因此,最好将这两种游戏改编视为对原始文学作品的补充而不是可能的替代。从教学论的角度,雷恩讨论了将经典文学的叙事与不同媒体(例如视频游戏)的叙事进行比较的方面。 Koskimaa将选举作为一种新的扫盲形式。对于当今的学生来说,詹姆斯·保罗·吉(James Paul Gee)的电子游戏概念也比文学更重要,这就是为什么媒介研究如今日益重要的原因。因此,强调了将文学经典与新表达的多种不同形式联系起来的重要性,以此作为努力追求的教学目标。

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    Lekander Linus;

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  • 年度 2014
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