Bram Stoker的《德古拉》和电子游戏叙事:新冠时代的流行主题

IF 0.2 0 LITERATURE Interlitteraria Pub Date : 2022-09-01 DOI:10.12697/il.2022.27.1.5
Vanessa L. Haddad
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引用次数: 0

摘要

本文探讨了布拉姆·斯托克的《德古拉》及其对电子游戏叙事的影响。自新冠肺炎疫情开始以来,电子游戏销量大幅增长。斯托克的《德古拉》以及吸血鬼和流行病视频游戏的叙事的影响很重要,因为一些流行游戏明确以流行病和吸血鬼为中心,并且在新冠肺炎大流行期间播放。这篇文章探讨了流行病和吸血鬼神话之间的历史联系,以及这是如何影响德古拉的叙事的,特别是霍乱的影响和他在爱尔兰的成长之间的联系。然后,它考察了叙事在电子游戏叙事中的影响力。最后,这篇文章谈到了玩家如何利用疫情主题的电子游戏来寻找控制感,在结构化的环境中探索困难的叙事,并探索各种观点和宣泄。
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Bram Stoker’s Dracula and Video Game Narratives: Pandemic Themes in Covid Times
This article explores the relationship between Bram Stoker’s Dracula, and its influence on video game narratives. Video game sales have increased significantly since the beginning of the Covid-19 pandemic. The influence of Stoker’s Dracula and the narratives of vampire and pandemic video games is important, since some popular games are explicitly centred around pandemics and vampires, and are being played during the Covid-19 pandemic. The article explores the historical connection between epidemics and the vampire myth, and how that influenced the narrative of Dracula, especially the connection between the influence of cholera and his upbringing in Ireland. It then examines how the narrative has been influential in video game narratives. Finally, the article touches on how video games with pandemic themes may be used by a player to find a sense of control, explore difficult narratives in a structured environment, and explore various points of view and catharsis.
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来源期刊
Interlitteraria
Interlitteraria LITERATURE-
自引率
0.00%
发文量
10
审稿时长
20 weeks
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