The narrativization of ludic elements in videogame fanfiction

IF 2.4 2区 文学 Q1 COMMUNICATION
Yuhua Hanna Wu, Paul Martin
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引用次数: 0

Abstract

Existing scholarship on videogame fanfiction focuses on how these fictions transform game characters and narrative settings. However, this misses out on an important trope in videogame fanfictions, where authors transplant game procedures, systems, mechanics, and play styles into their stories. We term this trope the narrativization of ludic elements. This article examines how three popular fanfictions based on the Chinese MMO Jian 3 narrativize ludic elements in a way that reinforces hegemonic masculinity. The article contributes to a fuller understanding of the rhetorical strategies of fanfiction writers and explores the ideological implications of the intermedial relation between fanfictions and their source texts.
电子游戏同人小说中搞笑元素的叙述
关于电子游戏同人小说的现有学术研究主要集中在这些小说如何改变游戏角色和叙事设置。然而,这忽略了电子游戏虚构中的一个重要比喻,即作者将游戏程序、系统、机制和游戏风格移植到他们的故事中。我们把这种比喻称为“搞笑元素的叙事”。本文将探讨基于中国MMO《剑3》的三款流行小说是如何以一种强化男性霸权的方式叙述搞笑元素的。本文有助于更全面地理解同人小说作家的修辞策略,并探讨小说与其源文本之间的中间关系的意识形态含义。
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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