Tron and Tron Legacy, Flight Lines of Reality

Filiz Erdoğan Tuğran, Aytaç Hakan Tuğran
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Abstract

This chapter describes how technology, progressing rapidly, and especially computer technology has become an indispensable detail in daily life. The act of playing games starting to become virtual has emerged as a progress. In these early years, when the line between place and space has started to become thinner and people began to recognize the lines of flight between the real world and the virtual world, the movie “Tron” made an attempt to explain this possibility of transitivity. 28 years after the first movie, the sequel “Tron Legacy” emphasizes that this possibility still exists. The individual, in this sea of possibilities, comes and goes between place and space and becomes distant to their temporal context, digitalized and goes through deterritorialization. The narrative of the fictional world, the game world in this fictional world, the real world and the game field in the real world will be discussed in terms of transmedia, and some assumptions will be put forward through people and therefore, the deterritorialization of the media.
Tron和Tron Legacy,现实的飞行线
本章描述了飞速发展的科技,尤其是计算机技术如何成为人们日常生活中不可或缺的一部分。玩游戏的行为开始变得虚拟,这是一种进步。在这些早年,当地点和空间的界限开始变薄,人们开始认识到现实世界和虚拟世界之间的飞行线时,电影“创”试图解释这种及物性的可能性。在第一部电影上映28年后,续集《创战纪》强调了这种可能性仍然存在。个人,在这个充满可能性的海洋中,穿梭于地点和空间之间,与他们的时间背景变得遥远,数字化并经历去地域化。将从跨媒体的角度来讨论虚构世界的叙事,这个虚构世界中的游戏世界,现实世界中的游戏场域,并通过人提出一些假设,从而提出媒体的去疆域化。
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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