论虚拟现实中电影与游戏的边界  

A Study of the Boundaries Between VR Films and VR Games

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作  者:王睿 姜进章[2] Wang Rui;Jiang Jinzhang

机构地区:[1]上海交通大学媒体与传播学院,上海200240 [2]上海交通大学上海交大一南加州大学文化创意产业学院

出  处:《复印报刊资料(影视艺术)》2022年第6期24-32,共9页MOVIE AND TELEVISION ART

基  金:上海市社会科学规划一般课题“‘互联网+'背景下上海建设全球影视创制中心战略路径研究”(2020BCK006)。

摘  要:虚拟现实使媒介间的边界变得模糊,VR电影和VR游戏因特征相似而让人产生了边界会逐渐消失的疑虑。但从VR的发展现状与趋势来看,在许多层面二者的边界依然明确存在。从视觉层面看,VR电影和VR游戏的相似性来源于交互性沉浸影像产生的奇观感受,当奇观消退后二者视觉画面的最终功能与目的存在差异。电影倾向于叙事和审美,游戏则更偏爱替换现实的参与式体验,这是二者的视觉边界所在。从表达层面看,VR电影仍具有语言性和平行于叙事空间的表意空间;在VR游戏中语言性却是可有可无的,其空间表达相比电影较为单一、客观,更强调玩家的直观感知。从本体层面看,VR电影在外部物质现实和内在精神现实方面,都更为贴近“世界原貌”的“真实”,对精神的呈现更深地指向意义的升华;VR游戏的本质是关于规则与交互结果的虚拟空间体验,原动力是玩家在赛伯空间中的官能性狂欢。Virtual reality blurs the boundaries between different forms of media.Therefore,boundaries based on unique characteristics of VR films and VR games may also gradually disappear.However,via multilevel research,we find that such boundaries still clearly exist in the current VR developments and trends.In terms of the visual aspect,VR games and films both benefit from the spectacular experience of the interactive immersive images.The final function and purpose of these visual images are different once the novelty fades though.Films tend to be narrative and aesthetic,while games prefer a participatory experience that replaces reality.This is the visual boundary between the two forms.In terms of the expression aspect,VR films retain cinemagraphic linguistics and an ideographic space parallel to narratives.In comparison,not only linguistics is unnecessary for VR games,its spatial expression is also simpler,more objective,and emphasizes players'intuitive perception.Ontologically,VR films are more realistic in external material and internal spiritual reality;it also has deeper spiritual meaning.The essence of VR games,meanwhile,is virtual space experience about rules and interactive results;the driving force is the enjoyment from cyberspace functionality.

关 键 词:虚拟现实 VR电影 VR游戏 媒介融合 边界 

分 类 号:TP391.9[自动化与计算机技术—计算机应用技术] J905[自动化与计算机技术—计算机科学与技术]

 

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