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Real-time hermeneutics: meaning-making in ludonarrative digital games 即时解释学:叙事数字游戏中的意义创造
Pub Date : 2018-07-30 DOI: 10.31237/osf.io/uep74
Jonne Arjoranta
Digital games are a relatively new medium. While they have been around for over half a century, they only became a major part of the culture relatively late. Like every other medium before, games also have struggled to find an expressive language of their own. Some of the expressive styles of other media are still relevant for games, but new ones have to be created specifically for videogames.This dissertation is a study of how ludonarrative videogames, videogames that combine game elements with narrative elements, express and convey meaning. This is done as part of game studies, a multidisciplinary approach to studying games. The purpose is twofold: to build a foundation for better understanding of meaning-making in games, and to provide game designers with tools for analyzing issues related to meaning.This study uses philosophical tools to analyze meaning in games. The philosophical hermeneutics of Hans-Georg Gadamer is used to compare the meaning-making in games to the interpretation of works of art. The theory of the interpretive process is based on the idea of the hermeneutic circle. Wittgenstein’s concept of language-games is used in examining how games should be defined and how their relations to each other should be understood. These philosophical methods are combined with the study of procedurality, narrativity and players.This study shows that ludonarrative games are procedural systems that are interpreted both during gameplay and as a part of the surrounding cultural context. The result of this interpretation is neither predetermined by the game designer nor fixed during gameplay, but potentially open for endless reinterpretation as players interact with the game in new ways and as the cultural context changes. In order to convey meaning, ludonarrative games can borrow expressive tools from other media, for example by using perspective in the way it is used in cinema.Additionally, this study provides guidelines for designing meaning. It is shown how meaning can be used as a game mechanic, and how games contain unique ways of expressing things that would be hard to convey in other media.
数字游戏是一种相对较新的媒介。虽然它们已经存在了半个多世纪,但它们只是相对较晚才成为文化的重要组成部分。与之前的所有媒体一样,游戏也在努力寻找自己的表达语言。其他媒体的一些表达风格仍然适用于游戏,但必须为电子游戏创造新的表达风格。这篇论文是关于如何将游戏元素与叙事元素结合在一起的电子游戏来表达和传达意义的研究。这是游戏研究的一部分,是研究游戏的多学科方法。其目的有两个:为更好地理解游戏中的意义创造奠定基础,并为游戏设计师提供分析与意义相关问题的工具。本研究使用哲学工具来分析游戏中的意义。Hans-Georg Gadamer的哲学解释学被用来将游戏中的意义创造与艺术作品的解释进行比较。解释过程理论是建立在解释学循环思想的基础上的。维特根斯坦的语言游戏概念用于研究游戏应该如何定义,以及它们之间的关系应该如何理解。这些哲学方法与程序性、叙事性和玩家研究相结合。这项研究表明,游戏叙事游戏是一种程序系统,在游戏过程中被解读,并成为周围文化背景的一部分。这种解释的结果既不是由游戏设计师预先决定的,也不是在游戏过程中固定的,而是随着玩家以新的方式与游戏互动以及文化背景的变化而不断重新解释的可能性。为了传达意义,游戏叙事游戏可以借鉴其他媒体的表达工具,例如在电影中使用的视角。此外,本研究也为意义的设计提供了指导。它展示了如何将意义用作游戏机制,以及游戏如何包含难以在其他媒体中传达的独特表达方式。
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引用次数: 11
Toimijuutta toisella kielellä : kansainvälisten sairaanhoitajaopiskelijoiden ammatillinen suomen kielen taito ja sen kehittyminen työharjoitteluissa
Pub Date : 2017-10-02 DOI: 10.23982/VIR.63695
Aija Virtanen
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引用次数: 5
Koulukiusaaminen : loukkaavat vuorovaikutusprosessit oppilaiden vertaissuhteissa
Pub Date : 1900-01-01 DOI: 10.33352/prlg.95886
Sanna Herkama
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引用次数: 2
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Jyväskylä studies in humanities
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