《黑神话:悟空》能否成为新一代中国人的文化记忆?——基于电视与电子游戏时代更迭的视角  

Can Black Myth:Wukong Become a Cultural Memory for a New Generation of Chinese?On the Transition from the Television Era to the Video Game Era

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作  者:洪夏于郊 沈少华 HONG Xiayujiao;SHEN Shaohua(Shanghai Linzhen Cultural Media Co.,Ltd.,Shanghai 200072;Department of Restoration,Central Academy of Fine Arts,Beijing 100102)

机构地区:[1]上海霖臻文化传媒有限公司,上海200072 [2]中央美术学院修复学院,北京100102

出  处:《文化艺术研究》2024年第5期34-41,113,共9页Studies in Culture and Art

摘  要:分析《黑神话:悟空》的传播路径、创作内容及其在文化市场的地位,可以看到该游戏凭借高质量的制作、对1986年版《西游记》电视剧的致敬和对传统文化的再创作,成功引发了广泛的社会共鸣,表现出中国传统文化的丰富性,展现了文化自信。《黑神话:悟空》作为一款电子游戏,在数字化和全球化时代,具有互动性和沉浸感等优势,在文化传播的深度和广度上均取得了突破,具有成为新一代中国人共同的文化记忆的潜力。Viewed from its distribution,contents,and achievements,Black Myth:Wukong has successfully resonated with society,with its high-quality,homage to Journey to the West(1986),and reimagining of traditional culture.The game highlights the richness of traditional Chinese culture while promoting cultural confidence.As a video game,Black Myth takes advantage of the interactivity and immersive experience of the media,making significant strides in both the depth and breadth of cultural dissemination.It holds the potential to become a shared cultural memory for a new generation of Chinese people.

关 键 词:《黑神话:悟空》 文化记忆 电视媒介 电子游戏 媒介迭代 

分 类 号:J90-05[艺术—电影电视艺术]

 

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