期刊文献+

玩家视点、“具身化”和时空“拟真”:游戏学和叙事学视域下的游戏叙事学 被引量:8

Player's Point-of-view,Embodiment and Space-time Simulation:Videogame Narratology from Perspective of Ludology and Narratology
原文传递
导出
摘要 游戏学论者注意到经典文学叙事学对于数字游戏叙事的不适用性。单机角色扮演类游戏(叙事类游戏)的文本并未脱出文学叙事学的范畴,“超文本”特性绝非游戏叙事所独有。只有将玩家的心理体验以认知心理学的范式纳入游戏叙事研究中,梳理出玩家作为固定第一人称视点、情节必要参与者和叙述“真值”的保证者的特殊地位,才能切实证明玩家游玩的身体行为、认知过程与游戏程序的交互性是游戏叙事的超越性所在,从而理解从玩家的身体行为、认知过程和交互方式上进行的“元叙事”尝试。本文立足于“拟真”前提下始终既定存在的玩家、时间和空间三个维度,建立一种适用于单机角色扮演类游戏的、结合叙事学理论和游戏学观点的新叙事理论系统。 Ludologists have noticed the inapplicability of classic literary narratology to videogame narratives.The text of stand-alone role-playing games does not break out of the category of classic literary narratology,and the hypertext characteristic is by no means unique to videogame narratives.Only through incorporating the player's psychological experience into the research object of videogame narratives in the paradigm of cognitive psychology,and classifying the player's identity as a fixed first-person viewpoint,a necessary participant in the plot and the guarantee of authenticity,can we proved theoretically rather than intuitively that the player's physical behavior,cognitive process,and interaction with the game program are the realm of videogame narratives that truly transcend literary narratology,so as to understand how to learn from the player's physical behavior,cognitive process,and unique meta-narrative attempt based on interactive methods.Based on the three dimensions of player,time and space that have always existed under the premise of simulation,this article establishes a new narrative system suitable for singleplayer role-playing games which combines Ludology and Narratology.
作者 孔德罡 Kong Degang
出处 《上海文化》 CSSCI 2022年第2期100-109,122,共11页 Shanghai Culture
  • 相关文献

参考文献1

同被引文献68

引证文献8

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部