Temporalne aspekty gier cyfrowych

Q4 Arts and Humanities
Rafał Kochanowicz
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Abstract

Temporal issues related to digital games go beyond the strictly literary or film studies character of the description and implies technological and marketing issues. It can be outlined by referring to the concept of Andrzej Stoff, who analyzed the spatial dimension of the world of the novel (“delineating space”, “creating”, “functionalizing”, “valorising”). Relating these four detailed issues – constituting the basic subject of description, analysis and interpretation – to temporal aspects, it is appropriate to talk about measuring (conventionalizing, relativizing) time, thematizing, functionalizing and valorizing it. Taking into account the above categories, the most typical concretizations of temporal phenomena can be further defined: functional (classic chronometry, clock, server time, time of a running process), gameplay (real time, relativization, quest time, respawn time), thematic concretizations (e.g. retrospection as a compositional dominant of multimodal narratives) and marketing concretizations (commercialization of time).
与数字游戏相关的时间问题超越了严格的文学或电影研究特征,并暗示了技术和营销问题。这可以参考Andrzej Stoff的概念,他分析了小说世界的空间维度(“描绘空间”、“创造”、“功能化”、“增值”)。将这四个构成描述、分析和解释的基本主题的细节问题与时间方面联系起来,谈论时间的测量(常规化、相对化)、主题化、功能化和价值化是合适的。考虑到上述类别,时间现象的最典型具体化可以进一步定义为:功能性(经典计时器、时钟、服务器时间、运行过程的时间)、可玩性(实时、相对化、任务时间、重生时间)、主题具体化(如回顾作为多模式叙事的主要组成部分)和营销具体化(时间的商业化)。
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来源期刊
Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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