Shakespeare in Digital Games and Virtual Worlds

Eleni Timplalexi
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引用次数: 6

Abstract

Abstract Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.
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数字游戏和虚拟世界中的莎士比亚
长期以来,莎士比亚的戏剧一直在使用戏剧以外的各种艺术和媒体形式,如电影、音乐、视觉艺术、电视、漫画、动画,以及最近的数字游戏和虚拟世界。特别是在20世纪和21世纪,对莎士比亚作为历史和戏剧人物以及剧作家的迷恋已经在基于屏幕的媒体(电影,电视和视频)中变得明显,从“忠实的”几乎记录的戏剧表演到自由风格的改编或模糊的电影参考。数字游戏和虚拟世界延续了莎士比亚戏剧的跨媒介之旅的传统,将其转化为基于屏幕的媒体,但以新的互动和表演形式进行了补充。这是人类历史上第一次,每个人都可以坐在扶手椅上,通过化身进入一个虚拟的世界,仿佛它是一个舞台,免费享受参与莎翁戏剧的体验。本文首先试图向读者介绍产生动画的深层需求,这是数字游戏和虚拟世界的一个基本方面。然后,通过提出一些分类轴,试图阐明数字表演和游戏的各个方面,特别是与莎士比亚主题和受启发的数字游戏和虚拟世界有关的方面。最后,本文提出了一些可以让《莎士比亚》游戏体验更加“完整”和“戏剧化”的想法,并承认在数字游戏和虚拟世界中探索戏剧性和表演性的巨大潜力。
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来源期刊
CiteScore
0.30
自引率
0.00%
发文量
14
审稿时长
13 weeks
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