Divergent theoretical trajectories in Game Studies: a bibliographical review

IF 0.2 0 HUMANITIES, MULTIDISCIPLINARY
Rosa Núñez-Pacheco, Phillip Penix-Tadsen
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引用次数: 0

Abstract

Video games have become important objects of study for different academic disciplines. From the birth of the medium in the mid-twentieth century to the present, video games have offered new and creative ways of approaching reality and fiction, and not only serve as entertainment, but also have significant cultural, social, and technological implications. The formal study of this medium is the purview of the field of game studies, which brings together the contributions of various disciplines. This paper presents a bibliographical review of several theoretical trajectories in game studies, reflecting on the relevance of early debates on narratology and ludology, and examining the ways these initial divisions of the field have branched beyond that debate. Over the past several years, the narratological line of critique has established links with other theories such as cognitivism, the theory of fictional worlds and the contributions of unnatural narratology to the analysis of new technologies; ludology, for its part, has grown through its adaptations to postcolonial and decolonial theories in cultural studies, as well as through its connections to critical race and gender studies. We conclude that as game studies has evolved as a discipline, its initial theoretical debates have undergone profound transformations that have brought depth to the analysis of games’ meaning and diversified to the tools and techniques we have for analysing games as digital and cultural artefacts.
博弈研究中的分歧理论轨迹——文献综述
电子游戏已经成为不同学科的重要研究对象。从20世纪中期媒介的诞生到现在,电子游戏为处理现实和小说提供了新的创造性方式,不仅是娱乐,而且具有重要的文化、社会和技术意义。对这种媒介的正式研究属于博弈研究领域,它汇集了各个学科的贡献。本文对游戏研究中的几个理论轨迹进行了文献综述,反思了早期关于叙事学和鲁德学的辩论的相关性,并考察了该领域最初的划分如何超越这场辩论。在过去的几年里,叙事学的批判路线与其他理论建立了联系,如认知主义、虚构世界理论以及非自然叙事学对新技术分析的贡献;就鲁德学而言,它是通过适应文化研究中的后殖民和非殖民理论,以及通过与批判性种族和性别研究的联系而发展起来的。我们得出的结论是,随着游戏研究作为一门学科的发展,其最初的理论辩论经历了深刻的转变,这为游戏意义的分析带来了深度,并使我们分析游戏作为数字和文化艺术品的工具和技术多样化。
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
Artnodes
Artnodes HUMANITIES, MULTIDISCIPLINARY-
CiteScore
0.70
自引率
0.00%
发文量
26
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