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作 者:李洋[1] LI Yang(School of Arts,Peking University,Beijing 100871)
机构地区:[1]北京大学艺术学院,北京100871
出 处:《文化艺术研究》2023年第4期36-43,113,共9页Studies in Culture and Art
摘 要:电子游戏与电影的图像话语系统具有相似性,因而电子游戏往往被视为电影的延伸形式。二者通过生产沉浸于图像世界的形式,调动着行为主体不同的认知与参与机制。究其本质,电子游戏和电影在运行原理、主体交互方式,以及主体与屏幕和图像的关系等方面均存在巨大差异。因此,尽管影游的融合实践在表面上挪用、强化甚至不断衍生着二者的相似性,但类似的尝试却愈加凸显出双方在技术制式、主体体验与叙事模式等方面的断裂。因此,二者虽具有会集与对话的可能,但在根本上仍存在难以弥合的差异。Video games and film share similarities in their image discourse systems,hence video games are often considered as an extension of film.Both produce two kinds of immersion in the world of image and evoke distinct cognitive and participatory mechanisms.However,video games and film are fundamentally different in operational principles,subject-interaction,and the relationship between subjects,screens,and images.Thus,despite attempts to integrate the two reinforce the similarities between them,such endeavors highlight the disparities between them in terms of technology,subject,and narrative.While convergence and dialogues between the two remain possible,they have fundamental differences difficult to reconcile.
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