{"title":"Traumi videoludici:la ricerca della stabilitàemotiva in“地狱之刃:塞努阿的牺牲”e“光之城”=电子游戏中的创伤:在“地狱之刀:塞努亚的牺牲”和“光之镇”中寻找情绪稳定","authors":"Matteo Genovesi","doi":"10.1285/I22840753N17P295","DOIUrl":null,"url":null,"abstract":"This paper adopts a multidisciplinary perspective involving cognitive psychology and game studies for the analysis of the representation of a specific emotional condition, post-traumatic psychosis, in the video games \"Hellblade: Senua's Sacrifice\" (Ninja Theory 2017) and \"The Town of Light\" (LKA 2016). \"Hellblade: Senua's Sacrifice\" was developed under the supervision of Paul Fletcher, a neuroscientist. It is a third-person adventure video game that recalls Norse mythology and focuses on the psychosis of the protagonist Senua, who is constantly struck by visual and auditory hallucinations while making her way up a path to the top of a mountain to resurrect her beloved boyfriend. \"The Town of Light\" was developed in Italy after years of research at the former Volterra asylum. In this first-person exploratory thriller, players control Renee, a woman who tries to shed light on her traumatic past by returning, as an adult, to the asylum where she had been locked up as a young girl. Despite the ludic differences between the two cases under examination, similar narrative paths and strategies are employed to represent post-traumatic psychosis and deal with the theme of trauma in video games, such as seeing the protagonists face their deepest fears to reach a stable emotional condition","PeriodicalId":40441,"journal":{"name":"H-ermes-Journal of Communication","volume":null,"pages":null},"PeriodicalIF":0.2000,"publicationDate":"2020-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Traumi videoludici: la ricerca della stabilità emotiva in \\\"Hellblade: Senua's Sacrifice\\\" e \\\"The Town of Light\\\" = Trauma in video games: Searching for emotional stability in \\\"Hellblade: Senua's Sacrifice\\\" and \\\"The Town of Light\\\"\",\"authors\":\"Matteo Genovesi\",\"doi\":\"10.1285/I22840753N17P295\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper adopts a multidisciplinary perspective involving cognitive psychology and game studies for the analysis of the representation of a specific emotional condition, post-traumatic psychosis, in the video games \\\"Hellblade: Senua's Sacrifice\\\" (Ninja Theory 2017) and \\\"The Town of Light\\\" (LKA 2016). \\\"Hellblade: Senua's Sacrifice\\\" was developed under the supervision of Paul Fletcher, a neuroscientist. It is a third-person adventure video game that recalls Norse mythology and focuses on the psychosis of the protagonist Senua, who is constantly struck by visual and auditory hallucinations while making her way up a path to the top of a mountain to resurrect her beloved boyfriend. \\\"The Town of Light\\\" was developed in Italy after years of research at the former Volterra asylum. In this first-person exploratory thriller, players control Renee, a woman who tries to shed light on her traumatic past by returning, as an adult, to the asylum where she had been locked up as a young girl. Despite the ludic differences between the two cases under examination, similar narrative paths and strategies are employed to represent post-traumatic psychosis and deal with the theme of trauma in video games, such as seeing the protagonists face their deepest fears to reach a stable emotional condition\",\"PeriodicalId\":40441,\"journal\":{\"name\":\"H-ermes-Journal of Communication\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.2000,\"publicationDate\":\"2020-12-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"H-ermes-Journal of Communication\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1285/I22840753N17P295\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"H-ermes-Journal of Communication","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1285/I22840753N17P295","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
摘要
本文采用认知心理学和游戏研究的多学科视角,分析了电子游戏《地狱之刃:塞努阿的牺牲》(Ninja Theory 2017)和《光明之城》(LKA 2016)中一种特定情绪状态——创伤后精神病的表现。“地狱之刃:塞努阿的牺牲”是在神经科学家保罗·弗莱彻的监督下开发的。这是一款第三人称冒险电子游戏,让人想起了挪威神话,重点讲述了主人公塞努阿的精神病。塞努阿在爬上一条通往山顶的小路,复活她心爱的男朋友时,不断地被幻视和幻听所打动。“光明之城”是在意大利经过多年的研究后在前沃尔泰拉庇护中心开发的。在这部第一人称探索惊悚片中,玩家控制着蕾妮,一个成年后回到小时候被关在那里的收容所,试图揭示自己创伤的过去的女人。尽管这两个案例之间存在着巨大的差异,但在视频游戏中,类似的叙事路径和策略被用来表现创伤后精神病,并处理创伤主题,比如看到主人公面对他们最深的恐惧,以达到稳定的情绪状态
Traumi videoludici: la ricerca della stabilità emotiva in "Hellblade: Senua's Sacrifice" e "The Town of Light" = Trauma in video games: Searching for emotional stability in "Hellblade: Senua's Sacrifice" and "The Town of Light"
This paper adopts a multidisciplinary perspective involving cognitive psychology and game studies for the analysis of the representation of a specific emotional condition, post-traumatic psychosis, in the video games "Hellblade: Senua's Sacrifice" (Ninja Theory 2017) and "The Town of Light" (LKA 2016). "Hellblade: Senua's Sacrifice" was developed under the supervision of Paul Fletcher, a neuroscientist. It is a third-person adventure video game that recalls Norse mythology and focuses on the psychosis of the protagonist Senua, who is constantly struck by visual and auditory hallucinations while making her way up a path to the top of a mountain to resurrect her beloved boyfriend. "The Town of Light" was developed in Italy after years of research at the former Volterra asylum. In this first-person exploratory thriller, players control Renee, a woman who tries to shed light on her traumatic past by returning, as an adult, to the asylum where she had been locked up as a young girl. Despite the ludic differences between the two cases under examination, similar narrative paths and strategies are employed to represent post-traumatic psychosis and deal with the theme of trauma in video games, such as seeing the protagonists face their deepest fears to reach a stable emotional condition