叙述与不叙述:电子游戏“玩叙失调”研究  

On the"Ludonarrative Dissonance"in Video Games

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作  者:周思妤 ZHOU Si-yu(school of Literature,Nankai University,Tianjin 300071,China;College and Graduate School of Arts&Sciences,University of Virginia,Charlottesville,VA 22903,USA)

机构地区:[1]南开大学文学院,天津300071 [2]弗吉尼亚大学艺术科学学院,美国夏洛茨维尔22903

出  处:《海南师范大学学报(社会科学版)》2025年第2期59-66,共8页Journal of Hainan Normal University(Social Sciences)

基  金:国家社会科学基金重大项目“虚拟现实媒介叙事研究”(21&ZD327)。

摘  要:随着电子游戏中叙事成分的逐渐增加,游戏变成了玩-叙统一体,二者互为对方的有机部分。但是,这种有机统一的关系并不稳定,玩性与叙事性在实际游戏进程中会产生矛盾冲突,导致“玩叙失调”。玩叙失调影响玩家游戏体验的流畅性和完整性,通常被视为需要“纠正”的设计问题。实际上,失调的形态非常复杂,不仅包括游戏自身设计的失调,也涉及玩家和游戏之间的失调与玩家自身的失调。因此,玩叙失调不是单纯的设计问题,而是电子游戏的本质性特点,它构建起游戏的“否定性”诗学,携带着游戏外部的社会性诘问。通过分析玩叙失调,电子游戏可以从单纯的作品表意走向社会性表意,构建自身的诗学范式。With the gradual increase of narrative elements in video games,games have become an integrated unity of ludo and narration,where both parts are organically interconnected.However,this organic and unified relationship is not stable,for ludo and narrativity would produce conflicts in the actual process of games,thus leading to"ludonarrative dissonance",which affects the fluidity and integrity of the player's game experience and is often viewed as a design issue that needs to be"remedied".In reality,the form of dissonance is very complex,including not only the dissonance of the game itself,but also the dissonance between the player and the game as well as players themselves.Therefore,the ludonarrative dissonance is not a simple design issue,but an essential feature of video games,which constructs the"negativity"poetics of games and carries the social interrogation beyond games.Through an analysis of the ludonarrative dissonance,video games can move from works of simple representation to those of social representation,and thus construct their own poetics paradigm.

关 键 词:电子游戏叙事 游戏学-叙事学之争“ 玩叙失调” 

分 类 号:I01[文学—文学理论]

 

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