Meta-Literacy in Gameworlds

IF 1.3 Q2 COMMUNICATION
S. Yelmo, S. Tosca
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引用次数: 1

Abstract

This paper proposes the notion of “meta-literacy”, understood as the player´s ability to navigate between spheres of reality and/or cross boundaries when interacting with a gameworld. We examine how meta-aesthetics functions in vide ogames and argue that it is relevant at both the fictional level (intertextual literacy) and at the ludic level (self-referential literacy). The user will have to activate their meta-literacy in order to understand relationships between the levels of a video game, several different video games or the video game itself and “reality”. We present examples in every category and show how players naturally navigate this complexity. We propose that meta-literacy works in this media as an ability to recreate a bridge between the ludic and the fictional, to use our game repertoire, and to connect disparate levels of reality in an aesthetic experience that is no less unified than that of other art forms. We’ll conclude that accounting for meta-literacy is indeed relevant for understanding the pleasures of inhabiting not only gameworlds but also virtual worlds of all kinds.
游戏世界中的元素养
本文提出了“元素养”的概念,将其理解为玩家在与游戏世界互动时在现实领域之间导航和/或跨越边界的能力。我们研究了元美学在电子游戏中的作用,并认为它在虚构层面(互文素养)和搞笑层面(自我参照素养)都是相关的。为了理解一款电子游戏的关卡、几个不同的电子游戏或电子游戏本身与“现实”之间的关系,用户必须激活他们的元素养。我们呈现了每个类别的例子,并展示了玩家如何自然地驾驭这种复杂性。我们认为元素养在这种媒体中发挥作用,是一种能够在搞笑和虚构之间重建桥梁的能力,能够使用我们的游戏剧目,并以一种与其他艺术形式一样统一的美学体验将不同层次的现实联系起来。我们的结论是,对元素养的解释确实与理解生活在游戏世界和各种虚拟世界中的乐趣有关。
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
1.90
自引率
0.00%
发文量
16
审稿时长
24 weeks
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