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Das Schöne, Gute, Wahre oder Urlaub in Hyrule 美好美好的,真实的或在Hyrule的假期
Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.5
Martin G. Weiß
Starting from the well-known video game series “The Legend of Zelda,” the present essay explores the connection between Beauty, Goodness, and Truth in the Western philosophical tradition from Plato to Thomas Aquinas to Hans-Georg Gadamer. It becomes evident that “The Legend of Zelda” can also unveil existential truths.
本文从著名的电子游戏系列“塞尔达传说”开始,探讨了从柏拉图到托马斯·阿奎那再到汉斯-乔治·伽达默尔的西方哲学传统中美、善和真之间的联系。很明显,《塞尔达传说》也可以揭示存在的真相。
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引用次数: 0
Virtuelle Räume als Ort des Lernens oder als Zufluchtsort vor der Realität? 那是虚拟空间是学习的中心还是现实的避难所呢?
Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.4
Sonja Gabriel
The last years have shown an increase in (online) gaming. Especially during Covid-19 restrictions many players made use of games to stay in contact with others and to socialize. Although the concept of the third place was originally meant to address only real-life spaces, there are some characteristics of third places that can be projected onto virtual spaces and especially onto Massively Multiplayer Online Games as well. Another term being related to online games are affinity spaces – defined as online spaces where socializing as well as learning and exchanging knowledge take place. These affinity spaces are often found close to popular media – and also as communities around games. Although research has linked spending time in online games with negative psychological consequences for the players for some time, newer research shows also the positive outcomes on wellbeing when spending time in virtual worlds. As far as teaching and media literacy are involved, online games and virtual worlds should be regarded as places in which learning can take place.
过去几年,(在线)游戏呈现增长趋势。特别是在Covid-19限制期间,许多玩家利用游戏与他人保持联系和社交。虽然第三地点的概念最初只针对现实生活空间,但第三地点的一些特征也可以投射到虚拟空间,特别是大型多人在线游戏中。与网络游戏相关的另一个术语是亲和空间——定义为社交、学习和交换知识的在线空间。这些亲和性空间通常靠近流行媒体,或者是围绕游戏的社区。虽然有研究表明,在一段时间内,花时间玩网络游戏会给玩家带来负面的心理影响,但最新的研究也表明,花时间玩虚拟世界对健康有积极的影响。就教学和媒介素养而言,网络游戏和虚拟世界应该被视为可以进行学习的地方。
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引用次数: 0
Hoffen und Bangen "希望与恐惧"
Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.6
Gundolf S. Freyermuth
The paper explores the history of the future in Western society, from the Renaissance to the post-pandemic present, and the media through which the shifting visions of the future are expressed. Four distinct phases are identified: the pre-modern era and its quest for a secular future focusing on the organizational improvement of worldly conditions; the modern era, which emphasized progress and the promise of better times ahead; the post-modern era, marked by dystopian scenarios of humanity’s destruction of the planet; the current period and its aspirations for humanity’s evolution through digital technology. – An accumulating number of ‘new’ media have shaped these designs of the future: First, the printed book allowed for the literary evocation of utopian and early science fiction visions. Later, the industrial media of film and television represented imagined futures audiovisually. Currently, digital games provide interactive simulations of dystopian and utopian futures, enabling immersive experiences and cyborg-like engagement. The further evolution of media may hybridize material reality and different software virtualities, thus facilitating extended experiences of potential futures. – The paper demonstrates that – as a consequence of changing cultural values and technological advances – four overarching “grand narratives” have structured the modern media history of the future: the humanistic metanarrative of secularization in pre-industrial modernity; the mass humanistic metanarrative of welfare through progress in the industrial age; the post-humanistic metanarrative of the climate catastrophe during the de-industrialization and early digitalization period; and finally, the emerging transhumanistic metanarrative of an impending digital singularity entailing a technological augmentation of the human species.
本文探讨了西方社会的未来历史,从文艺复兴时期到大流行后的现在,以及表达未来愿景的媒体。确定了四个不同的阶段:前现代时代及其对世俗未来的追求,重点是对世俗条件的组织改进;强调进步和美好未来的现代;后现代时代,以人类毁灭地球的反乌托邦场景为标志;当前时期及其通过数字技术实现人类进化的愿望。越来越多的“新”媒体塑造了这些未来的设计:首先,印刷书籍允许文学唤起乌托邦和早期科幻小说的愿景。后来,电影和电视等工业媒体以视听的方式代表了想象中的未来。目前,数字游戏提供了反乌托邦和乌托邦未来的交互式模拟,实现了身临其境的体验和半机械人式的参与。媒体的进一步发展可能会将物质现实和不同的软件虚拟相结合,从而促进潜在未来的扩展体验。-本文表明,作为文化价值观变化和技术进步的结果,四种主要的“大叙事”构成了未来现代媒体的历史:前工业现代性的世俗化的人文主义元叙事;工业时代进步中的大众人文主义福利元叙事去工业化和早期数字化时期气候灾难的后人文主义元叙事最后,新兴的超人类主义元叙事,即将到来的数字奇点需要人类物种的技术增强。
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引用次数: 0
Dramatic agency und moralische Dilemmata 戏剧机构和道德难题
Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.2
Stefan Emmersberger
It is a relatively new idea to include video game narratives in German lessons. The following article argues that this genuin digital media offers a specific potential for learning with literature. Because of dramatic agency the players can influence the story and experience kaleidoscopic storytelling. It is to be assumed that especially immersion, involvement and engagement are intensified. The focus is on finding identity and moral development and the example Detroit: Become Human (2018/19). The genre of the video game narrative is science fiction with the city Detroit in 2038 as the setting. Androids and AI are part of every day life and raise the question what it really means to be human.
在德语课中加入电子游戏叙述是一个相对较新的想法。下面的文章认为,这种真正的数字媒体为文学学习提供了一种特殊的潜力。由于戏剧性代理,玩家可以影响故事,体验千变万化的故事叙述。可以假设,尤其是沉浸、参与和参与都得到了加强。重点是寻找身份和道德发展,以及底特律:成为人类(2018/19)的例子。电子游戏的叙事类型是科幻小说,以2038年的底特律为背景。机器人和人工智能是日常生活的一部分,并提出了一个问题,即作为人类到底意味着什么。
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引用次数: 0
Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games 世界要浪漫欧洲浪漫主义在影剧模拟游戏中的取景
Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.3
Katja Aller
This essay specifies how a sub-genre of the digital adventure game – the so-called walking simulator – reproduces and reflects ideas, motifs, and (narrative) structures of European Romanticism. The goal here is to draw attention to the genre’s potential for the academic discussion, analysis, and teaching of Romantic theories and patterns. To achieve this, I provide an introductory overview on the history of the walking simulator with emphasis on the early experimental games Explorer, The Forest, and LSD: Dream Emulator. An analysis of Dear Ether’s landscape design and narrative structure serves as access point into the discussion of how the Romantic ideas of 1. the sublime, 2. the silent poetry of nature, and 3. The Freudian Uncanny as well as the storytelling techniques of 1. synesthesia, 2. (reflective and meditative) walking, 3. fragmented narratives, and 4. (romantic) self-referentiality have been used in different walking simulators (such as Proteus, What Remains of Edith Finch, Gone Home, and The Beginners Guide) to tell (spatial) stories about emotions, identity, individuality. Walking simulators subvert traditional expectations towards digital games and, through their use of Romantic storytelling techniques, have changed the discourse about digital games as not only entertainment but a form of art.
本文详细阐述了数字冒险游戏的子类型——所谓的行走模拟器——是如何再现和反映欧洲浪漫主义的理念、主题和(叙事)结构的。这里的目标是引起人们对这一流派在浪漫主义理论和模式的学术讨论、分析和教学中的潜力的关注。为了实现这一点,我将介绍行走模拟器的历史,重点介绍早期的实验游戏Explorer, the Forest和LSD: Dream Emulator。通过对《亲爱的以太》的景观设计和叙事结构的分析,我们可以探讨《1》的浪漫主义思想是如何形成的。2.崇高;2 .大自然无声的诗;《弗洛伊德的神秘》以及《1》的讲故事技巧。联觉,2。(沉思和冥想)散步;4.支离破碎的叙述;(浪漫的)自我指涉性在不同的行走模拟器(如《Proteus》、《What Remains of Edith Finch》、《Gone Home》和《The Beginners Guide》)中被用来讲述关于情感、身份和个性的(空间)故事。行走模拟器颠覆了人们对数字游戏的传统期望,通过使用浪漫的故事叙述技巧,改变了关于数字游戏不仅是娱乐,而且是一种艺术形式的说法。
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引用次数: 0
Questo interminabile discorso sul nulla 这没完没了的空话
Pub Date : 2022-06-01 DOI: 10.7359/990-2022-carr
A. Carrera
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引用次数: 0
The Mediterranean Sea as B/Order Space in "African Titanics": A Geo-Literary Analysis 地中海作为“非洲泰坦尼克”中的B/秩序空间:地理文学分析
Pub Date : 2022-06-01 DOI: 10.7359/990-2022-ruzz
S. Ruzzi
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引用次数: 0
Crossing Borders, Intersecting Loyalties: Italian Americans' Allegiances in World War I 跨越国界,交叉忠诚:第一次世界大战中意大利裔美国人的忠诚
Pub Date : 2022-06-01 DOI: 10.7359/990-2022-luco
S. Luconi
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引用次数: 0
Raccontare l’urbano, raccontare l’umano: spazio, memoria e domani in "La bocca del lupo" di Pietro Marcello 讲述城市,讲述人类:空间,记忆,明天在彼得·马塞洛的《狼之口》中
Pub Date : 2022-06-01 DOI: 10.7359/990-2022-mode
Letizia Modena
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引用次数: 0
Traduttore-traditore: sottotitoli e censura politica in un film di Pasolini 帕索里尼电影中的字幕和政治审查
Pub Date : 2022-06-01 DOI: 10.7359/990-2022-fior
D. Fioretti
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引用次数: 0
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