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Pseudo and Digital Parapraxis in MMORPGs
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作者 Marion HAZA 《Journal of Literature and Art Studies》 2014年第3期225-230,共6页
This communication proposes to study some language processes, similar in literature and videogames: parapraxis and the choice of a pseudo. It will aim to show how the use of a word reveals the intimacy of the subject... This communication proposes to study some language processes, similar in literature and videogames: parapraxis and the choice of a pseudo. It will aim to show how the use of a word reveals the intimacy of the subject, just like the autobiographical novel, which gives information about the writer. We would therefore have the presages of a self-writing in the creation, naming and storytelling of the avatar of a videogame player. From the example of a young player of the MMORPG (Massively Multiplayer Online Role Playing Games) networking game Dofus, who we met in consultation, we will see how his avatar "Deadlop" comes from parapraxis and enables the narration of his emotional intimacy. The unconscious elements that led to the creation of the pseudo enabled him to tell his story and grasp some unexplained facets of himself. 展开更多
关键词 VIDEOGAMES parapraxis PSEUDO NARRATION
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