Gandalf on the Death Star: Levels of Seriality between Bricks, Bits, and Blockbusters

Rikke Toft Nørgård, Claus Toft-Nielsen
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引用次数: 6

Abstract

Over the past 65 years millions of fingers have constructed their own worlds of wonder with LEGO bricks, and thousands of fingers have controlled LEGO figures through franchise-designed gameworlds of wonder with LEGO bits. Typically these tangible user-created story designs and kinaesthetic activities remain absent from the field of media studies in general and research on digital seriality in particular.   However, when it comes to contemporary blockbuster franchises such as the Skylanders, World of Warcraft, LEGO, Lord of the Rings or Star Wars universe, the conceptualization of digital seriality as solely relating to transmedia or even trans-transmedia storytelling are no longer sufficient. So, rather than trying to fit a somewhat square peg into a somewhat round hole the article develops an analytical comprehension of and conceptual framework for digital seriality through (i) taking a more play(er)centric and interactional approach field that a more in line with the concept of “new serialities,” (ii) uncovering and establishing the transformative and transgressive nature of play(er)centric digital seriality that emerge from actual “serialities-in-use,” and (iii) developing frameworks and conceptual models for serialities-in-use that are able to embrace these emerging play(er)centric aspects of digital seriality.   Our aim is not to oppose or question established contemporary understandings of digital seriality but to expand some of the parameters and categories. Thus, we explore not only “the aesthetic forms and cultural practices of serialization as they are articulated in and around interactive digital media” (Denson & Jahn-Sudmann 2013, p. 10-11) but also the kinaesthetic experiences and practices at the heart of playful serialities. Furthemore, answering Denson and Jahn-Sudmann’s call for a multi-pronged approach, therefore, we likewise hope to initiate a dialogue between (at least) two distinct fields of research: media/game studies and design/toy studies. Both echoing and expanding the efforts of Denson and Jahn-Sudmann, our focus here is on three sets of interrelations with respect to (digital) serialities:interrelations between transmission, transformation, and transgression on the one hand and world-building, world-sharing, and world-designing on the other;interrelations between technologies, social practices, and spaces on the one hand and franchise-centric, play-centric, and player-centric spaces of serialities-in-use on the other;interrelations between intra-texts, inter-texts, and para-texts on the one hand and what we call intra-actional, inter-actional, and para-actional levels on the other, including how they come together in the intra-ludic, inter-ludic, and para-ludic serialities described by Denson and Jahn-Sudmann. The material immateriality and immaterial materiality that lies at the core of LEGO’s seriality - in its oscillation between digital bits and tangible bricks - accentuates how the experience of digital seriality is often the simultaneity of perceiving immersive and expansive worlds and of expressing yourself (kin)aestheticlly through technological engrossment in this continuing serial activity. Overall, the article posits digital seriality, as it e.g. emerges through experiencing LEGO Star Wars and LEGO The Lord of the Rings games and franchises, as something concurrently material (bricks & engaged technologies) and immaterial (bits & perceived worlds).
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《死星上的甘道夫:砖块、比特和大片之间的连续性
在过去的65年里,数以百万计的手指用乐高积木构建了他们自己的奇迹世界,成千上万的手指通过乐高积木的特许经营游戏世界来控制乐高人物。一般来说,这些有形的用户创造的故事设计和动觉活动在媒体研究领域,特别是数字连续性研究中是不存在的。然而,当涉及到《小龙斯派罗》、《魔兽世界》、《乐高》、《指环王》或《星球大战》等当代大片系列时,仅仅将数字连载概念与跨媒体甚至跨媒体故事叙述联系起来已经不够了。因此,本文并没有试图将方框塞进圆洞中,而是通过以下方式对数字串行性进行了分析理解和概念框架:(1)采用更加以游戏为中心和互动的方法领域,这更符合“新串行性”的概念;(2)揭示并确立了以游戏为中心的数字串行性的变革和越界本质,这些本质来自于实际的“使用中的串行性”。(iii)为使用中的串行性开发框架和概念模型,这些框架和概念模型能够包含这些新兴的以数字串行性为中心的方面。我们的目的不是反对或质疑对数字串行性的既定当代理解,而是扩展一些参数和类别。因此,我们不仅探索“连载的美学形式和文化实践,因为它们在互动数字媒体中及其周围被表达出来”(Denson & Jahn-Sudmann 2013, p. 10-11),而且还探索了好玩的连载核心的动美学体验和实践。此外,为了回应Denson和Jahn-Sudmann关于多管齐下的方法的呼吁,我们同样希望在(至少)两个不同的研究领域之间展开对话:媒体/游戏研究和设计/玩具研究。呼应和扩展了Denson和Jahn-Sudmann的努力,我们在这里的重点是关于(数字)系列性的三组相互关系:一方面是传播、转换和超越之间的相互关系,另一方面是世界建设、世界共享和世界设计之间的相互关系;一方面是技术、社会实践和空间之间的相互关系,另一方面是特许经营中心、游戏中心;一方面是文本内、文本间和准文本之间的相互关系,另一方面是我们所说的内部、内部和准行为层面,包括它们如何在Denson和Jahn-Sudmann所描述的内部、内部和准情节的序列中结合在一起。物质的非物质性和非物质的物质性是乐高连续性的核心——在数字比特和有形砖块之间的摇摆——强调了数字连续性的体验通常是如何同时感知沉浸式和广阔的世界,并通过技术投入在这种持续的连续活动中以美学方式表达自己(亲族)。总体而言,本文假定数字串行性,例如通过体验《乐高星球大战》和《乐高指环王》游戏和特许经营权,作为物质(砖块和参与技术)和非物质(比特和感知世界)的同时出现。
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