实验与参与的数字漫画:Homestuck案例=介于实验与参与之间的数字漫画:Homestuck的例子

IF 0.2 Q4 COMMUNICATION H-ermes-Journal of Communication Pub Date : 2020-07-12 DOI:10.1285/I22840753N18P45
G. Rizzi
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引用次数: 1

摘要

试图最大限度地发挥其媒介功能的数字漫画似乎被谴责为居间性:它们的力量(利用不寻常的叙事潜力)往往成为它们的极限,作者很难从小众实验者的角色中解脱出来,向观众开放参与。然而,一个明显的例外是安德鲁·胡西(Andrew Hussie)创作的巨型网络漫画《Homestuck》。《Homestuck》与电子游戏文化和互联网的本质紧密相连,具有动画、声音、嵌入式flash游戏等特点。网络漫画产生了各种跨媒介分支(游戏邦注:包括一款电子游戏衍生作品和若干好友模拟游戏,多卷配乐,一本书的尾声),以及正在进行的书籍形式的中间改编。多年来,它同样成功地巩固了一个极其活跃的社区,无论是在与作者的互动中(通过不断的思想交流和无休止的资助他的项目),在对经典作品的解释上,还是在提供惊人程度的粉丝制作上,都非常活跃。这篇文章旨在分析Homestuck作为数字漫画的两种倾向(实验和参与)之间的可能中介。
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Il fumetto digitale tra sperimentazione e partecipazione : il caso Homestuck = Digital comics halfway between experimentation and participation : the example of Homestuck
Digital comics that try to maximize the affordances of their medium seem to be condemned to in-betweenness: their strength (leveraging on unusual narrative potentials) often becomes their limit, and authors are hardly able to free themselves from the role of niche experimenters and open up to audience participation. A significant exception, however, is Homestuck, a gigantic webcomic by Andrew Hussie. Strongly connected to videogame culture and the very nature of the internet, Homestuck features animations, sounds, embedded flash games, and so on. The webcomic resulted in various transmedial branches (a videogame spin-off and several friendsims, a multi-volume soundtrack, a book epilogue) and an ongoing intermedial adaptation in book format. It has equally managed, over the years, to consolidate an extremely lively community active both in its interactions with the author (with a constant exchange of ideas and an endless readiness to subsidize his projects), in its interpretation of the canon production, and in providing an amazing extent of fan production. This contribution aims to analyze Homestuck as a possible mediation between the two inclinations (experimental and participated) of digital comics.
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