Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)

Onoriu Colăcel
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引用次数: 1

Abstract

Abstract Among everything else post-apocalyptic video games have come to stand for, notions of in-group versus out-group communication are paramount. The Last of Us (2014, Naughty Dog/Sony Computer Entertainment) is a case in point. I look into the game’s use of subtitles and didactic texts in order to find out to the extent speech acts shape the player’s understanding of what the video game is. As an understudied aspect of video games, HUD or menu elements, as well as characters’ exchanges and voice-over narration, disclose what it is like to be alive, dead or in-between. Essentially, they show the tensions between the avatar and the gamer: the hero makes all of the decisions by himself and the player has to abide or stop playing all together. The avatar’s identity comes alive through speech acts, while the player is left outside decision-making processes. Survival horror gaming, with a religious twist, gives insight into the in-game discussion on the representation of the zombie rather than on the zombie experience as such. On screen, the interplay between speech acts and written language amounts to a procedural language, which suggests that variability in language creates an environment conducive to learning. Particularly, language use is all about group values and communication styles that should help gamers tell apart friends from enemies, good from evil and, finally, people from zombies.
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《末日游戏:最后生存者》(2014)中的语言行为
在后启示录电子游戏所代表的所有内容中,群体内与群体外交流的概念是最重要的。《最后生还者》(2014,Naughty Dog/Sony Computer Entertainment)就是一个很好的例子。我研究游戏对字幕和说教性文本的使用,是为了找出言语行为在多大程度上影响了玩家对电子游戏的理解。作为电子游戏的一个未被充分研究的方面,HUD或菜单元素,以及角色的交流和画外音叙述,揭示了活着、死亡或介于两者之间的感觉。从本质上讲,它们显示了角色和玩家之间的紧张关系:英雄自己做出所有决定,玩家必须遵守或停止一起玩。角色的身份通过言语行为呈现出来,而玩家则被排除在决策过程之外。带有宗教色彩的恐怖生存游戏让玩家更深入地了解僵尸在游戏中的表现,而不是僵尸本身的体验。在屏幕上,言语行为和书面语言之间的相互作用相当于一种程序性语言,这表明语言的可变性创造了一个有利于学习的环境。特别是,语言的使用是关于群体价值和交流风格的,这能够帮助玩家区分朋友和敌人,善与恶,甚至是人与僵尸。
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