The White Room as a Narrative-Psychological Concept in a VideoGame

Polina Alexandrovna Lekhnitskaya
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Abstract

Based on the ambiguity of the idea of the object of study complexity - videogames, the need to analyze them through the prism of several approaches, the subject of the study was an attempt to create a relatively universal narrative-psychological concept, which we called the "White Room". The universality of this concept lies in its applicability to various game contexts, however, this universality does not entail stereotypes, but implies the need to take into account three components when designing this concept in a game scenario: space, consciousness and simulacra. Space is where the game action takes place, consciousness is the game experience, the perception of the game process, simulacra - everything that fills the game world (objects, players, etc.), depending on the context, determines the interpretation of game events. Scientific novelty lies in the creation of a new narrative-psychological concept, which is based on the ideas of related disciplines and can be used for a wide range of tasks when creating a narrative video game design. The specificity of the concept of the White Room lies in the compositionally correct design of the space and the regulation of the game experience, its imposition on incoherent game scenes, the choice of the right simulacra, which are determined by the game context. The white room can act as the starting setting of the world, the setting, the creation of the world, the place of "psychological relief", self-digging, memories of the past to understand yourself today, the climactic scene, the whole game can also take place in it.
《White Room》作为电子游戏中的叙事心理学概念
基于复杂性研究对象(电子游戏)概念的模糊性,需要通过多种方法来分析它们,该研究的主题是试图创造一个相对普遍的叙事心理学概念,我们称之为“白色房间”。这一概念的普遍性在于它适用于各种游戏情境,然而,这种普遍性并不意味着刻板印象,而是意味着在游戏场景中设计这一概念时需要考虑三个组成部分:空间、意识和拟像。空间是游戏行动发生的地方,意识是游戏体验,对游戏过程的感知,拟像——游戏世界中的一切(对象、玩家等),取决于环境,决定着对游戏事件的解释。科学的新颖性在于创造一种新的叙事心理学概念,这种概念基于相关学科的理念,可以在创造叙事电子游戏设计时用于各种任务。White Room概念的特殊性在于空间的正确构图设计和游戏体验的规则,它对不连贯的游戏场景的强加,以及对模拟物的选择,这些都是由游戏环境决定的。白房间可以作为世界的起始设定、设定、创造、“心理解脱”的场所,自我挖掘,回忆过去,了解今天的自己,高潮迭起的场景,整个游戏也可以发生在其中。
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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