摘要
在教育游戏的开发与应用研究中,对叙事的理解大多限于剧情和内容设计,跨媒介叙事学可以为此提供一个新的思路。电子游戏中的叙事形式除了由游戏开发者主导的“预设叙事”之外,还包含了由玩家主导的“自生叙事”,其生成机制是玩家基于游戏提供的预置叙事框架进行的一种“造句游戏”。通过对热门游戏《集合啦!动物森友会》的案例考察以及有关叙事教育的文献梳理,该文得出了三点启示:一是叙事对教育游戏的开发从教育和游戏两个角度都有着重要意义,应在相关学术和实践中提高对叙事的重视;二是提出了一种从跨媒介叙事学视角整合多个游戏设计板块,促进用户参与的新思路;三是“自生叙事”较多地调用了用户的叙事逻辑,可以作为发展用户叙事思维的有效途径。
In the research of educational games,the understanding of narrative is mostly limited to story design.Transmedia narratology could provide the research of educational games with a new perspective.Narrative in video games adopted the playerdominated“self-generated narrative”in addition to the game designer-dominated“pre-programmed narrative”.The production mechanism of self-generated narrative was a“game of sentence-making”by players based on the pre-programmed narrative framework provided by the game designer.Through a case study of“Animal Crossing:New Horizons”and a literature review on narrative education,three conclusions were drawn in the paper:first,narrative was significant to the research of educational games from both the perspectives of education and game,for which it should be paid more attention in development and application;second,a new idea of promoting users’participation by integrating multiple modules of game design from the perspective of transmedia narratology was proposed;third,“self-generated narrative”called users’narrative logic more,and could effectively develop users’narrative thinking.
作者
王一楠
Wang Yinan(School of Arts,Peking University,Beijing 100871)
出处
《中国电化教育》
CSSCI
北大核心
2020年第11期112-118,共7页
China Educational Technology
关键词
跨媒介叙事
电子游戏
教育游戏
叙事教育
transmedia narratology
video game
educational game
narrative education