‘The Cake is (Not) a Lie:’ Intertextuality as a Form of Play in Digital Games

Diana Melnic, V. Melnic
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Abstract

Abstract Since Julia Kristeva’s first use of the term in the late 20th century, intertextuality has given rise to one of the literary theories most frequently applied in the interpretation of texts across different media, from literature to art and film. In what concerns the study of digital games, however, the concept has received little attention, in spite of the fact that the new medium offers a more than fertile ground for its investigation. The aim of the present essay, therefore, is to propose that digital games can be and, indeed, are intertextual in at least two ways. First, we argue, games deliberately refer to other games, which may or may not be a part of the same series. Secondly, they connect with texts from other media and specifically with literary texts. In both cases, the intertextual link can be a sign of tribute, a critical comment, or a means of self-reflection. Ultimately, however, these links are a form of aesthetic play that reveals new similarities between digital games and traditional media for artistic expression.
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《蛋糕不是谎言》:互文性是数字游戏中的一种玩法形式
自20世纪末朱莉娅·克里斯蒂娃首次使用互文性这一术语以来,互文性已经成为文学理论中最常用的跨媒介文本解释理论之一,从文学到艺术和电影。然而,在数字游戏研究中,这一概念却很少受到关注,尽管这种新媒体为这一研究提供了肥沃的土壤。因此,本文的目的是提出数字游戏至少在两方面具有互文性。首先,我们认为游戏会刻意指代其他游戏,而这些游戏可能属于或不属于同一系列。其次,他们与其他媒体的文本,特别是文学文本联系在一起。在这两种情况下,互文链接可以是一种致敬的标志,一种批评的评论,或一种自我反思的手段。然而最终,这些联系是一种美学游戏形式,揭示了数字游戏和传统媒体在艺术表现方面的新相似性。
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