Xi Xi's Playful Image-Texts: Ekphrasis, Parergon, and the Concept of Toy

IF 0.3 4区 文学 0 ASIAN STUDIES
X. Li
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引用次数: 0

Abstract

What does the ludic have to do with Xi Xi’s writings and creative concerns? Since Jacques Ehrmann’s Game, Play, Literature (1968) and Warren Motte’s Playtexts (1995), critical discussions about play have expanded significantly beyond video game studies and child pedagogy to literature and aesthetics. Critics such as Espen Aarseth and Astrid Ensslin (2014) focus on how the reader becomes a player and argue for the importance of “ergodicity”, or “non-trivial” (Aarseth 1997: 1) effort that ludic literature demands from readers; Katherine Hayles (2007) discusses how intermediation in digital literature creates ludic effects in the dynamic switching between different interfaces and media; whereas Mihai Spariosu (1997: xv) identifies playful literary discourse as a “liminal mode of being”. These studies highlight text-reader interactivity and play as a destabilizing and self-justifying movement at work in literature and aesthetic experience. Nevertheless, they have – as well as most discussions of literary ludicity – focused on literature produced in Europe and North America. This essay thus aims to contribute to existing criticism by exploring how Xi Xi’s works offer us new articulations of play.
这与Xi Xi的写作和创作有什么关系?自雅克·埃尔曼的《游戏、游戏、文学》(1968年)和沃伦·莫特的《游戏文本》(1995年)以来,关于游戏的批判性讨论已经从电子游戏研究和儿童教育学显著扩展到文学和美学。Espen Aarseth和Astrid Enslin(2014)等评论家关注读者如何成为一名玩家,并认为“遍历性”或“非琐碎性”的重要性(Aarseth 1997:1)荒诞文学要求读者付出的努力;Katherine Hayles(2007)讨论了数字文学中的中介作用如何在不同界面和媒体之间的动态切换中产生荒唐的效果;而米哈伊·斯派里欧苏(1997:xv)则认为戏谑的文学话语是一种“存在的极限模式”。这些研究强调文本读者互动和游戏是文学和审美体验中一种不稳定和自我辩护的运动。尽管如此,他们和大多数关于文学荒诞性的讨论一样,都集中在欧洲和北美的文学作品上。因此,本文旨在通过探讨Xi Xi的作品如何为我们提供新的戏剧表达,来对现有的批评做出贡献。
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
0.40
自引率
0.00%
发文量
12
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