摘要
2016年起,一款基于增强现实技术(AR)和基于位置服务(LBS)的手机游戏Pokémon GO风靡全球。这款大热游戏促使传播学者思考数字媒介时代“空间”与“媒介”的关系。本文试图从列斐伏尔/索亚的第三空间理论、情境主义国际的“漂移”实践以及德塞托的都市漫步这一理论谱系出发,构建一种新媒介语境下的空间媒介观。此种媒介观认为现代城市空间是现实空间与媒介技术互嵌的存在。在位置媒介(locative media)技术的加持下,都市空间成为关联现实与虚拟空间的媒介界面。“媒介-使用者”作为交互主体,将原本漫无目的的城市漫步转译为充满意义的空间故事。在位置媒介的言说和记忆机制下,城市空间成为充满“偶得协奏曲”的交互地图,人们在此漫步、游戏,乃至竞争、合作。经由个人持有又普遍联结的位置媒介的中介,空间作为媒介重组了个人与社会、地点与空间、道路与漫步、想象与痕迹之间的关系,从而构建起一组数字媒介时代的城市空间实践新样貌。
In 2016,Pokémon GO,a mobile game based on the augmented reality technology and location-based service,prevailed the globe.This phenomenal game provokes communication scholars to ponder the relationship between space and media in the age of digital media.Drawing on genealogical analysis of the spatial trialectics proposed by Henri Lefebvre and Edaward Soja,theory of dérive by Situationist International and urban spatial practice theory by Michel de Certeau,this article sets out to construct a theoretical perspective of space-asmedia.This perspective takes contemporary urban space as a combination of material space and media technology and thus a relational space.Media technologies translate the purposeless city stroll into spatial narratives registered with meanings.Empowered by the locative media that enable narrative and memory,urban space becomes a media interface riddled with“chance orchestration”which speaks to the interactive urban practices of“media-users”.Mediated by the locative devices possessed by individual while widely being connected to each other,spaceas-media reconstruct the relations of individual and society,place and space,streets and strolls,imaginations and traces in a profound mediatized way.
作者
李耘耕
LI Yungeng(School of media and communication,Shanghai)
出处
《国际新闻界》
CSSCI
北大核心
2019年第11期6-23,共18页
Chinese Journal of Journalism & Communication
基金
2018年度上海市社科规划青年课题“上海青少年‘二次元’网络亚文化传播与引导机制研究”(项目号:2018EXW004)的研究成果之一 ~~