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More Than a Game. A Study on Games' Narrative Capacity and Function in Education

机译:不仅仅是游戏。游戏叙事能力与教育功能研究

摘要

The purpose of this essay is to investigate and discuss the current state of game research and its potential usage in didactic situations. The essay is divided in two parts. Part one consists of an attempt to comment preceding contemporary game research and address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to form theories for a general understanding of the media. This is a useful method as long as the purpose of the study is to define how game mechanics and layout are formed. However, the use of this perspective in defining how games function as narratives is a mistake, since games do not adapt narrative methods from their predecessors, but from literature and other media. Another misconception is the possibility to generalize about games by looking at bestsellers. Since the game media is under constant development there is no way to say what it can and cannot do. What we today say is true, might tomorrow be contradicted and proven wrong with the next game release.Wolfgang Iser has formed a literary theory built on the communication between reader and text. He explains the grounds for this communication using the terms Repertoire, Strategies and Realization. Within a text’s strategies, Iser claims, communication is built on structured blanks that the reader is to fill in, and so become part of the productive process, creating the aesthetic object. Using these terms, and structured blanks in particular, I further on discuss how text and games share narrative and textual functions, using the role-playing game The Witcher 2: Assassins of Kings (Namco Bandai Games) as an example.
机译:本文的目的是调查和讨论游戏研究的现状及其在教学环境中的潜在用途。本文分为两部分。第一部分包括尝试对当代游戏研究进行评论并解决可能已经建立的神话。第二部分旨在利用沃尔夫冈·伊塞尔(Wolfgang Iser)和杰拉德·吉内特(GérardGenette)提出的理论和术语来探讨游戏在教育中的叙事能力和功能。当代游戏研究倾向于侧重于经典复古游戏,试图形成对媒体的一般理解的理论。只要研究的目的是定义游戏机制和布局的形成方式,这就是一种有用的方法。但是,使用这种观点来定义游戏如何发挥叙事作用是一个错误,因为游戏没有改编其前任的叙事方法,而是改编了文学和其他媒体的叙事方法。另一个误解是有可能通过查看畅销书来概括游戏。由于游戏媒体在不断发展,因此无法说出它可以做什么和不能做什么。我们今天所说的是正确的,明天可能会在下一版游戏中发生矛盾并被证明是错误的。沃尔夫冈·伊塞尔(Wolfgang Iser)形成了一种建立在读者与文本之间交流基础上的文学理论。他使用术语库,策略和实现来解释这种交流的基础。 Iser认为,在文本的策略中,交流是建立在结构化的空白之上的,读者可以填补这些空白,从而成为生产过程的一部分,从而创造出审美的对象。我使用这些术语,尤其是结构化的空白,以角色扮演游戏《巫师2:国王的刺客》(Namco Bandai Games)为例,进一步讨论文本和游戏如何共享叙事和文本功能。

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    Alette Jon;

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  • 年度 2014
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  • 原文格式 PDF
  • 正文语种 swe
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  • 入库时间 2022-08-31 16:32:56

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