Da solo, al buio. Pratiche narrative ed esperienze videoludiche della paura = Alone, in the dark. Narrative practices and videogame experiences of fear

IF 0.2 Q4 COMMUNICATION
Emiliano Chirchiano
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Abstract

Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascape, video games represent the only narrative medium where the danger for the fate of the protagonist represents an ordinary event. However, this is not an intrinsic bias of the game form, but a potentially problematic convention inherited from an era related to the early days of gaming, where it made sense to look at games from a perspective based on basic rules such as "try again" (James Paul Gee, 2005). I propose to examine the cybernetic interaction between player and machine, where the digital figure - simulating autonomous action - makes the boundaries between the game object and interactive subjectivity blurred. Analyzing the genre called "survival horror", I want to draw a parallel between the architectures of videogames with those of literature and genre cinematography
独自一人在黑暗中。在黑暗中孤独。叙事实践和电子游戏体验恐惧
独自一人,在黑暗中。恐惧的叙事实践和视频游戏体验。在当代媒体景观中,电子游戏代表了唯一一种叙事媒介,其中主人公命运的危险代表了一个普通事件。然而,这并不是游戏形式的固有偏见,而是一种潜在的问题惯例,它继承自一个与游戏早期相关的时代,在这个时代,从基于“再试一次”等基本规则的角度看待游戏是有意义的(James Paul Gee,2005)。我建议研究玩家和机器之间的控制论交互,其中模拟自主动作的数字图形使游戏对象和交互主体之间的界限变得模糊。分析被称为“生存恐怖”的类型,我想将电子游戏的架构与文学和类型电影的架构进行比较
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