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作 者:葛娟[1]
出 处:《江苏师范大学学报(哲学社会科学版)》2016年第4期98-103,共6页Journal of Jiangsu Normal University:Philosophy and Social Sciences Edition
基 金:教育部人文社科项目"文学转型背景下的亚文学生产与消费研究"(项目编号:12YJA751015)阶段性成果
摘 要:作为一个类型出现的网游小说,显示了游戏与文学在互联网时代发生的融合和变化。虚拟网游在游戏与小说之间构成的对应关系以及文本转换,使小说成为真正意义上的文字游戏,虚构和想象转而又赋予游戏文本文学性以及文学形态。游戏生涯描述玩家将游戏作为人生图式时,存在着游戏人生与人生游戏的虚实互动,内设了游戏之于人生的意义。游戏异界作为通用模式,可以将各种小说类型作游戏改装,初显网络文学游戏化倾向,此为游戏与文学关系阐释注入了时代性的内涵。The cyber game, as the advent of a genre, represents the convergence and change of the game and literature in the age of Internet. The corresponding relationship and text transformation created by the virtual cyber game between the game and the novel make the novel become a real word game. The virtuality and imagination also create the quality and the form of literature for the game text. When the game career depicts a story for the garners that game acts as the life schema, game life and the life of game exist and it sets up the meaning of game for the life. Game portal as the common mode can modify different types of novels to create games, which reflects that the tendency of cyber literature is gamifica- tioning and instills the characteristics of the time to the relationship between game and literacy.
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