Discourse Analysis of the Interactive Series “Nayden_zhiv” (First Season)

S. Tikhonova
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Abstract

The article deals with the discourse analysis of the mythologization of time in the interactive web series "Found Alive" (first season). The author explores the formation of interactive cinema, considering its genre, stylistic and technological features. The principal feature of interactive cinema is to change the communication scheme typical for cinema, in which the viewer is assigned a passive role. Since the viewer becomes a participant in the narrative of the film and can influence the development of its plot, the discourse of interactive cinema acquires new features associated with the introduction of computer game mechanics into the structure of the film. The formation of the temporal structures of the film is enriched by the potential of game mechanics, which requires calibration of research optics. Choosing N. Fairclough's discourse analysis algorithm as a starting methodological point, the author uses J. Bogost's ideas about the work of object-oriented ontology in the study of computer games. She refuses to consider the interactive component of the series as an additional narrative and focuses on identifying the work of the aesthetics, mechanics and dynamics of the game inserts of the film to analyze the experience they form. As a result, the discourse analysis of interactive cinema involves three levels: a syntagmatic analysis of the cinematic narrative, a paradigmatic analysis of the interactive game and an appeal to the external nodes of the narrative. The author shows that the key element of the discourse of the series "Nayden_Zhiv", reproducing the principles of the work of the search and rescue team "LizaAlert", is time as the main factor in the effectiveness of the search for a missing child. The film's discourse forms the image of time as an anti-force opposing rescuers, clashing two temporal strategies. The strategy of the cinematic narrative is aimed at gradually accelerating the subjective perception of time, leading to an acute experience of its deficit. The interactive strategy uses the potential of slowing down when mastering simulators and solving quests in the subjective experience of the player delays the solution of the basic goal of the film. The external narrative nodes formed by the creators of the series when contacting the press, online and offline audiences coincide with its internal nodes. According to the author, the complex discourse of interactive cinema enhances the mythologization of time.
互动剧《Nayden_zhiv》(第一季)的话语分析
本文对网络互动剧《活着》(第一季)中时间神话化的话语分析。笔者从互动电影的类型、风格和技术特点等方面探讨了互动电影的形成。互动电影的主要特点是改变了电影中典型的交流方案,在这种交流方案中,观众被赋予了被动的角色。由于观众成为电影叙事的参与者,可以影响其情节的发展,互动电影的话语获得了与将电脑游戏机制引入电影结构相关的新特征。游戏机制的潜力丰富了薄膜时间结构的形成,这需要研究光学的校准。作者选择N. Fairclough的话语分析算法作为方法论的起点,使用J. Bogost关于计算机游戏研究中面向对象本体工作的思想。她拒绝将该系列的互动元素视为一种额外的叙述,而是专注于识别电影游戏插入的美学,机制和动态的工作,以分析它们形成的体验。因此,互动电影的话语分析涉及三个层面:对电影叙事的综合分析、对互动游戏的范式分析和对叙事外部节点的呼吁。作者认为,“Nayden_Zhiv”系列话语的关键要素是时间作为寻找失踪儿童有效性的主要因素,再现了搜救队“LizaAlert”的工作原则。影片的话语形成了时间作为一种对抗救援者的反力量的形象,与两种时间策略发生了冲突。电影叙事的策略旨在逐渐加速时间的主观感知,从而导致对时间缺失的敏锐体验。当玩家掌握模拟器并在主观体验中解决任务时,互动策略便会延迟游戏基本目标的解决。剧集主创在与媒体、线上和线下观众接触时形成的外部叙事节点与内部叙事节点是一致的。笔者认为,互动电影的复杂话语强化了时间的神话化。
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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