‘This must be the place’: Understanding video game placeness through atmosphere and the refrain in Dark Souls

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2022-07-01 DOI:10.1386/jgvw_00058_1
Andrea Andiloro
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Abstract

This article explores how atmosphere is implicated in the establishment of place in gameworlds through the concept of the ‘refrain’. The atmosphere of a video game is often one of the most memorable constituents of our ludic experiences and is defining of the video game places we encounter during play, yet atmospheres remain highly under-researched and under-theorized within game studies. The article introduces some key theories of atmosphere and explain their relation to ‘place’ and subsequently explore how ‘place’ has been theorized and developed within game studies. I then elaborate on how atmosphere, understood existentially, is conducive to the creation of an atmosphere by addressing the examples of Dark Souls’ hub area and boss arenas. Working through the Deleuze–Guattarian concept of ‘refrain’, I argue that patterns of sound, images and behaviours establish a territory marked by a certain affective intensity, or atmosphere, enabling the experience of place.
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“一定是这个地方”:通过《黑暗之魂》的氛围和副歌理解电子游戏的地点
本文将通过“重复”的概念探讨游戏世界中的氛围是如何与地点的建立联系在一起的。电子游戏的氛围通常是我们有趣体验中最令人难忘的组成部分之一,它定义了我们在游戏过程中遇到的电子游戏场所,但在游戏研究中,气氛的研究和理论化程度仍然很低。本文介绍了一些关于氛围的关键理论,并解释了它们与“场所”的关系,随后探讨了“场所”是如何在游戏研究中理论化和发展的。然后我以《黑暗之魂》的中心区域和boss舞台为例,详细阐述了氛围是如何帮助创造氛围的。通过德勒兹-瓜达里的“克制”概念,我认为声音、图像和行为的模式建立了一个以某种情感强度或氛围为标志的领域,从而实现了对地方的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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