Types and Bytes. Ludic Seriality and Digital Typography

Lisa Gotto
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引用次数: 2

Abstract

Ever since the invention of movable letters and the introduction of the typewriter, technical writing tools have been considered as a means of serialization and standardization, characterized by a linear way of ordering things and thoughts. More importantly, as a cultural technique they fostered and furthered a sharp distinction between print and image. While the advent of the comic book in the industrial age was already instrumental in blurring the line between textual and visual practices, digital games now restructure this terrain to expand it through their own specific potential.This essay concentrates on the interrelation of text and icon in videogames. The first section focuses on the medial quality of writing and textuality as a formal system, the second discusses the dimension of the image as an iconic extension of the textual format, and the third brings together both lines of thought to debate the operational efficiency of digital games as a way of constituting new forms of ludic literacy. 
类型和字节。滑稽的序列和数字排版
自从发明了活字和打字机以来,技术写作工具就被认为是一种序列化和标准化的手段,其特点是对事物和思想进行线性排序。更重要的是,作为一种文化技术,他们培养并进一步区分了印刷和图像。虽然漫画书在工业时代的出现已经模糊了文本和视觉实践之间的界限,但数字游戏现在重新构建了这一领域,并通过自己的特定潜力来扩展它。本文主要讨论电子游戏中文本和图标的相互关系。第一部分侧重于作为正式系统的文字和文本的媒介质量,第二部分讨论图像的维度作为文本格式的标志性延伸,第三部分将这两种思路结合在一起,讨论数字游戏作为构成新形式的娱乐素养的操作效率。
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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CiteScore
0.90
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