数字游戏中的神话叙事与数字启示录

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2021-07-03 DOI:10.1080/14626268.2021.1961808
Sunny Yoon
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引用次数: 1

摘要

数字游戏传播神话故事,复兴中世纪传说。当代媒体和数字游戏中哥特式元素的放大反映了当代社会文化产品在思想和审美上的转变。本文通过引用不同的理论,包括符号学和精神分析理论,以及神话和神学,来讨论游戏叙事的独特性。游戏叙事倾向于解构传统文学叙事中的时间顺序。与Joseph Campbell所描述的神话的公式化结构相反,数字游戏在类似于圣经启示录的叙述中引入了新的时间维度。数字游戏利用共时时间,仅以现在时的形式,Tillich认为这与海德格尔的时间概念有关。最重要的是,数字游戏通过在重新想象的叙述中部署同步时间,将文学故事元素形象化。虽然数字游戏通过这种变革时代的新概念和神秘主义的视觉装饰来吸引用户,但数字游戏中的创新叙事作为一种新的意识形态手段,在当代世界的挑战下与用户的社会心理产生共鸣。
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Mythical narratives in digital games and the digital apocalypse
ABSTRACT Digital games propagate mythical stories and revitalize medieval legends. Amplification of gothic elements in contemporary media and in digital games reflects an ideological and aesthetic transformation of cultural products in contemporary society. This essay discusses distinctiveness in game narratives by citing diverse theories, including semiotics and theories of psychoanalysis, as well as mythology and theology. Game narratives tend to deconstruct the conventional timeframes of chronological order seen in the narratives of traditional literature. Contrary to the formulaic structure of mythology described by Joseph Campbell, digital games introduce a new dimension of time in narratives akin to biblical apocalypse. Digital games deploy synchronic time, exclusively in the form of the present tense, which Tillich identifies as relating to kairos contingent on Heidegger’s notion of time. At their forefront, digital games visualize elements of literary stories as a result of deploying synchronic time in reimagined narratives. While digital games attract users via this new concept of transformative time and their visual embellishment of mysticism, innovative narratives in digital games function as a new means of ideology, resonating with the social psychology of users under the challenges of the contemporary world.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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