理论化玩家-可玩人物关系

IF 0.5 2区 文学 0 LITERATURE NARRATIVE Pub Date : 2022-05-01 DOI:10.1353/nar.2022.0014
H. Backe, Petri Lankoski
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引用次数: 0

摘要

摘要:本文重新探讨了数字游戏中人物研究的一个核心问题:例如,赛车游戏的玩家是自己直接驾驶虚拟汽车,还是控制虚拟驾驶员的身体?这个看似技术性的问题被证明主要是认知和概念性的:玩家在一个持续的认知论过程中,将自己定位为游戏世界和可玩人物,从而利用他们现实生活和虚构的参照系。这种关系的传统隐喻,即半机械人,既没有捕捉到游戏所暗示的各种关系,也没有向玩家开放的解释范围。为了克服这一限制,我提出了六种概念类型,基于工具和交通工具对可玩人物的意义。我问:设备和用户之间是否存在共同依赖,是否是永久的,它们之间是否存在转喻关系?这些抽象类别被证明与神话和流行文化中的人物所代表的原型原型叙事有关,玩家在概念化他们与游戏世界的关系时隐含地提到了这些原型叙事。然后,本文为玩家可玩人物关系的概念多样性提供了一个框架,在借鉴文化史的过程中,游戏研究和叙事学的学者应该同样透明。
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Theorizing the Player-Playable Figure Relationship
ABSTRACT:The paper revisits a central question in the study of characters in digital games: Do players of, for example, a racing game steer the virtual car directly themselves, or are they controlling the body of a virtual driver? This seemingly technical question is shown to be primarily cognitive and conceptual: players draw on their real-life and fictional frames of reference in an ongoing epistemological process of situating themselves vis-à-vis gameworld and playable figure. The traditional metaphor for this relationship, that of a cyborg, neither captures the variety of relationships suggested by games, nor the range of interpretations open to players. To overcome this limitation, I propose six conceptual types, based on the significance that tools and vehicles have for the playable figure. I ask: is there a co-dependence between equipment and user, is it permanent, and do they have a metonymic relationship to each other? These abstract categories are shown to be connected to archetypical proto-narratives epitomized by characters from mythology and popular culture, which players implicitly refer to in conceptualizing their relationship to the gameworld. The essay, then, offers a framework for the conceptual variety of player-playable figure-relations, which, in drawing on cultural history, should be equally transparent to scholars of game studies and narratology.
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来源期刊
NARRATIVE
NARRATIVE LITERATURE-
CiteScore
1.10
自引率
0.00%
发文量
54
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