Lore of mayhem: Griefers and the radical deployment of spatial storytelling

IF 0.7 Q3 COMMUNICATION
Burcu S. Bakioglu
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引用次数: 3

Abstract

Griefing is a term frequently used to derisively characterize a wide set of activities on digital platforms that yield atypical or undesirable outcomes. This article offers a fresh perspective on the phenomenon of griefing by resituating it as a form of cultural production derived from a transgressive and often agonistic approach to spatial storytelling. Considering griefing as an expressive performative activity along these lines allows us to better understand its repercussions across digital platforms and increasingly in the real world. It promises to shed light on the process through which subversive meanings take hold as game lore in a true folkloric sense despite the best efforts of game companies and other controlling interests. As such, griefing activities typically point to and reveal an underlying story problem around which power is negotiated by different virtual communities or stakeholders. Using two cases studies drawn from Second Life, I illustrate how contested meanings develop into full-fledged game lore through the innovative mash-up language of spatial storytelling. Such stories leverage an alternative model of narrativity and open up immersive worlds to a plethora of generative meanings that are full of magic, intrigue and irony.
混乱之爱:Griefers和空间叙事的激进部署
Griefing是一个经常被用来嘲笑数字平台上产生非典型或不良结果的一系列活动的术语。这篇文章对悲伤现象提供了一个新的视角,将其重新定位为一种文化生产形式,源于一种越轨的、往往令人痛苦的空间叙事方法。按照这些思路,将悲伤视为一种富有表现力的表演活动,可以让我们更好地理解它在数字平台上以及在现实世界中的影响。尽管游戏公司和其他控股利益集团尽了最大努力,但它有望揭示颠覆性意义作为真正民俗意义上的游戏传说的过程。因此,网格化活动通常指向并揭示了一个潜在的故事问题,不同的虚拟社区或利益相关者围绕这个问题协商权力。使用《第二人生》中的两个案例研究,我展示了有争议的意义是如何通过空间故事的创新混合语言发展成为完整的游戏传说的。这样的故事利用了另一种叙事模式,为充满魔力、阴谋和讽刺的大量生成意义打开了身临其境的世界。
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
1.10
自引率
25.00%
发文量
8
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