Romantic Love in Games, Games as Romantic Love

Renata Ntelia
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引用次数: 1

Abstract

In some games, the player is positioned in the role of a lone hero, who has to overcome obstacles and defeat adversaries, in order to save the woman they love. It is argued that such games follow the tradition of adventure romances dating back to 12th century France. From those romances, a particular understanding of love was shaped, romantic love that is. Romantic love as a cultural phenomenon is situated in a limited historic period, in which it pertained to a certain experience of love, that of desire which is refined to something honourable, elegant, and civilized through personal suffering and sacrifice. As such romantic love was the product of a specific set of chivalrous rules, which the aristocracy aspired to so as to elevate and discern themselves from the commoners. This experience was mostly witnessed in literature than real life, or as Huizinga claims in sports, games, and tournaments. In the current paper, it is argued that digital games that uphold this tradition are able to offer to their players the experience of romantic love because they constitute challenges to the fulfilment of one's desire. In that regard, they afford the experience of romantic love in its historically situated meaning due to their code. This posits digital games as the appropriate medium to offer romantic love as they form manifestations of the experience as such.
游戏中的浪漫爱情,游戏中的浪漫爱情
在一些游戏中,玩家被定位为一个孤独的英雄,他必须克服障碍并击败对手,以拯救他们所爱的女人。有人认为,这类游戏沿袭了12世纪法国的冒险传奇传统。从这些浪漫故事中,形成了对爱情的一种特殊理解,浪漫的爱情。浪漫的爱情作为一种文化现象,处于一个有限的历史时期,它与某种爱的体验有关,这种欲望通过个人的痛苦和牺牲被提炼成光荣、优雅和文明的东西。因此,浪漫的爱情是一套特殊的骑士规则的产物,贵族们渴望以此来提升自己,使自己与平民区别开来。这种经历大多出现在文学作品中,而不是现实生活中,或者像Huizinga所说的那样,出现在体育、游戏和锦标赛中。在当前的论文中,有人认为,坚持这一传统的数字游戏能够为玩家提供浪漫爱情的体验,因为它们构成了对满足欲望的挑战。在这方面,他们提供了浪漫爱情的经验,在其历史意义上,由于他们的代码。这就意味着数字游戏是提供浪漫爱情的合适媒介,因为它们能够呈现这种体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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