Material windows and working stations. The discourse networks behind skeuomorphic interface in Pathfinder: Kingmaker

Q4 Arts and Humanities
M. Żmuda
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Abstract

The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Alberti’s windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment.
材料窗和工作台。《探路者:造王者》中拟物化界面背后的话语网络
本文探讨了《探路者:造王者》中拟物化界面的中介结构。作者指出,游戏研究中的媒介研究往往是历时性的局限,主要关注“旧”和“新”媒介之间的物质和符号互动。他建议将这一领域开放给具有历史意识的话语分析,并将其方法建立在弗里德里希·基特勒的“话语网络”概念之上。这让他能够将游戏与包含特定思维和体验模式的技术网络联系起来。在他的分析中,他发现界面设计涉及到中世纪晚期和文艺复兴早期的导航设备,Alberti的窗户作为物体通过叙事空间变得可见,客观思维的等长模式,工业和控制论的控制概念,以及施乐公司发明的计算机作为工作环境。
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
Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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