Affect and the Analysis of Transmedial Characters

IF 0.5 2区 文学 0 LITERATURE
NARRATIVE Pub Date : 2022-05-01 DOI:10.1353/nar.2022.0011
N. Lamerichs, Nieves Rosendo
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引用次数: 0

Abstract

ABSTRACT:Fans of games and media have generally been analyzed as social communities that invest in particular narratives. Their reception is not just critical, but affective, spanning a wide range of emotions from love and nostalgia to frustration. In this essay, I propose a model of affective reception that attends to both textual representation and affective responses of audiences. By drawing from affect theory, I conceptualize affect as a dynamic process with social, political, and temporal dimensions. I apply this model to the controversy around the playable character Kassandra from Assassin's Creed: Odyssey, which functions as a case study to show how affective reception works in practice. Ultimately, I argue that to understand contemporary media and their characters, we need to look deeper into these affective responses of different interpretive communities.
情感与跨内侧性格分析
摘要:游戏迷和媒体迷通常被分析为投资于特定叙事的社交社区。他们的接受不仅是批判性的,而且是情感性的,涵盖了从爱、怀旧到沮丧的广泛情感。在这篇文章中,我提出了一个情感接收模型,既关注文本表征,又关注受众的情感反应。通过借鉴情感理论,我将情感概念化为一个具有社会、政治和时间维度的动态过程。我将这个模型应用于《刺客信条:奥德赛》中围绕可玩角色卡桑德拉的争议,这是一个案例研究,旨在展示情感接收在实践中是如何运作的。最终,我认为,要理解当代媒体及其特征,我们需要更深入地研究不同解释群体的情感反应。
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
NARRATIVE
NARRATIVE LITERATURE-
CiteScore
1.10
自引率
0.00%
发文量
54
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