将类型理解为氛围组合:以电子游戏为例

IF 2.4 2区 文学 Q1 COMMUNICATION Television & New Media Pub Date : 2023-05-05 DOI:10.1177/15274764231171076
Andrea Andiloro
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引用次数: 0

摘要

本文通过将这一框架应用于视频游戏类型的分析,提出了一种基于情感的理论,将类型视为氛围组合。由组合各组成部分之间的关系产生的情感过剩被玩家体验为一种特定类型的思维移动感觉,被理解为整体氛围。通过观察soulsborne、rouguelike和metroidvania类型的案例,文章解释了组合框架如何有助于解释玩家如何将个人视频游戏体验为属于同一类型,尽管它们之间存在明显差异。另一方面,益智游戏的最后一个例子说明了对组合表达的最小变化是如何为玩家带来截然不同的体验的,这可能会导致不同类型的建立。本文认为,大气组合框架可以应用于其他媒体形式,如电视和电影。
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Understanding Genre as Atmospheric Assemblage: The Case of Videogames
This article advances an affect-based theorization of genre as atmospheric assemblage by applying such a framework to an analysis of videogame genre. The affective excess originating from the relations between the components of the assemblage is experienced by the player as a specific type of thinking-moving-feeling understood as a wholistic atmosphere. By looking at the cases of the soulsborne, rouguelike, and metroidvania genres, the article explains how an assemblage framework is useful to explain how players experience individual videogames as belonging to the same genre despite noticeable differences between them. On the other hand, a final example, that of the puzzle game, illustrates how minimal changes to the articulation of an assemblage enables quite different experiences for the players that may result in the establishment of a different genre. This article suggests that the atmospheric assemblage framework could be applied to other media forms, such as television and film.
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来源期刊
CiteScore
5.60
自引率
5.00%
发文量
49
期刊介绍: Television & New Media explores the field of television studies, focusing on audience ethnography, public policy, political economy, cultural history, and textual analysis. Special topics covered include digitalization, active audiences, cable and satellite issues, pedagogy, interdisciplinary matters, and globalization, as well as race, gender, and class issues.
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