摘要
互动性是理解游戏和电影之关联的关键要点,但由于它最终导致了媒介和表象的二元分化,进而无法深入展示互动性电影和叙事性游戏的可能性和必要性。由此我们从互动性转向更兼容实在和潜在、客观和主观的双重面向的界面。界面的时间性特征启示出汇通游戏和电影的另一种可能,在重看和重玩的辩证之中重启现在尖点这个根本的时间维度。现在尖点不仅撕裂了堆栈的整体图像,也为重新理解电影的叙事性提供了全新的线索。
Interactivity is a key point to understand the relationship between video game and cinema,but because it ultimately leads to the dichotomy of media and representation,the possibility and n ecessity of interactive movies and narrative games cannot be further dem on strated.Thus we move from interactivity to a more comprehensive concept‘interface'to fully illustrate the deep overlapping of actuality and virtuality,as well as objectivity and subjectivity.Through the dialectic of‘replay'and ‘re-play’,the interfacial temporality reveals another possibility of converging of video game and cinema,that is,the‘point of present'as the direct image of time.
出处
《电影艺术》
CSSCI
北大核心
2019年第6期85-91,共7页
Film Art
基金
上海市教育发展基金会曙光计划项目“身—言—像:当代法国艺术哲学的三个主题(”12903—412221—17007)的阶段性成果
国家社科基金一般项目“当代法国哲学的审美维度研究(”17BZX015)的阶段性成果
关键词
互动性
界面
堆栈
时间性
interactivity
interface
stack
temporality