Invisible, aesthetic, and enrolled listeners across storytelling modalities: Immersive preference as situated player type

IF 2.4 2区 文学 Q1 COMMUNICATION
Judith Pintar
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引用次数: 0

Abstract

Immersive storytelling includes narrative experiences that take place in the public spaces of theaters, theme parks, museums, and historical reenactment sites; on tabletops, where role-playing games are collaboratively played; in fictional spaces superimposed on the real world during a live-action role-playing (larping) event; and in hybrid, asynchronous, and transmediated spaces that blend the digital, the virtual, and the real. Understood as a kind of boundary object, a player typology can incorporate multiple perspectives and heterogeneous sources of information, producing ‘ideal types’, which provide a framework for observation and discussion across immersive modalities. This paper offers a typology of situated immersive preference, in which narrative immersion and embodied immersion are understood to vary independently of one another. Along the vertical axis listener-players of immersive storytelling experiences are classified as narratively attached, narratively detached, or narratively opposed. Across the horizontal axis of embodied engagement, listener-players are classified as invisible, aesthetic, or enrolled. Nine ideal types emerge at the intersection of these narrative and embodied preferences. Why someone might fit into one category rather than another reflects comfort rather than personality. Situated immersive types are understood to be fluid and temporary configurations. The degree to which players are willing to engage and are comfortable with what they are being asked to do may differ dramatically from experience to experience and from day to day, and even during a single session, reflecting how they feel at a given moment, which is affected by who they are with and how they are perceived and treated by others. This framework for understanding immersive preferences calls for the design of more widely inclusive story worlds.
看不见的、审美的和注册的听众通过讲故事的方式:沉浸式偏好作为定位的玩家类型
沉浸式叙事包括发生在剧院、主题公园、博物馆和历史重演场所等公共空间的叙事体验;在桌面游戏中,角色扮演游戏是协作式的;在真人角色扮演(larping)活动期间,在与现实世界叠加的虚构空间中;在混合的、异步的、跨媒介的空间里,融合了数字、虚拟和现实。作为一种边界对象,玩家类型可以结合多种视角和不同的信息来源,产生“理想类型”,这为沉浸式模式的观察和讨论提供了框架。本文提供了一种情境沉浸偏好的类型,其中叙述沉浸和体现沉浸被理解为彼此独立的变化。在垂直轴上,沉浸式故事叙述体验的听众玩家被分为依附叙事、分离叙事和对立叙事。在嵌入用户粘性的横轴上,听众玩家被分为隐形玩家、审美玩家和注册玩家。九种理想类型出现在这些叙事和具体化偏好的交汇处。为什么有些人可能属于一个类别而不是另一个类别,反映的是舒适而不是个性。位于沉浸式类型被理解为流动和临时配置。玩家愿意参与游戏的程度,以及他们对自己被要求做的事情的适应程度,可能会因不同的体验、不同的日子、甚至是同一回合而有很大的不同,这反映了他们在特定时刻的感受,这受到他们与谁在一起以及其他人如何看待和对待他们的影响。这种理解沉浸式偏好的框架要求设计更具包容性的故事世界。
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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来源期刊
CiteScore
5.80
自引率
7.10%
发文量
98
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