The Library Wants to Kill You: Places of Information as Battleground and Sanctum in Halo

Q3 Arts and Humanities
Mackenzie Streissguth
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引用次数: 0

Abstract

Video games are often a widespread access point for studying information-seeking behaviors, as a large portion of the population (and its youth) play them. Understanding how real-world analogues, like libraries, are portrayed in games can give us insights into how they mirror conflicts of reality. By examining the depictions of information systems and accompanying curators in Halo: Combat Evolved (2001), we can begin to investigate the perceptions of libraries and their antagonism in ludonarratives. Resulting analysis reveals multiple layers of archival hostility that are ultimately upended in later iterations in the game series, changing the nature of the library itself. This article closely examines the place-based narrative choices in Halo:CE while discussing the resulting possible impacts on the player.
图书馆想要杀死你:《光晕》中的信息战场和圣地
电子游戏通常是研究信息寻求行为的广泛切入点,因为很大一部分人(包括年轻人)都玩电子游戏。理解现实世界的类似物(如图书馆)是如何在游戏中被描绘出来的,可以让我们深入了解它们是如何反映现实冲突的。通过研究《光晕:战斗进化》(2001)中对信息系统和随行管理员的描述,我们可以开始研究图书馆的概念及其在游戏叙事中的对立性。结果分析揭示了多层次的档案敌意,最终在游戏系列的后续迭代中被颠覆,改变了图书馆本身的性质。本文将详细分析《光晕:CE》中基于地点的叙事选择,并讨论其对玩家的影响。
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
Proceedings from the Document Academy
Proceedings from the Document Academy Arts and Humanities-Conservation
CiteScore
0.10
自引率
0.00%
发文量
9
审稿时长
10 weeks
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