Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay

IF 2.4 2区 文学 Q1 COMMUNICATION
S. Radchenko
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引用次数: 0

Abstract

Games are valuable cultural phenomena — they might indicate social, cultural, and even political trends and agendas. Moreover, they might bare an accurate representation of a common structure of a feeling. Conversely, video games might be studied and understood based on up-to-date cultural trends, one of which is metamodernism. This paper contributes to determining what metamodern games in terms of synopsis and gameplay are. After considering the methodological features of studying video games from a metamodern perspective, it presents a metamodern study case of Hideo Kojima's Death Stranding. Examining oscillation, empathy, constructionism, and object-oriented relations in Kojima's game, the paper proves it to be a shining example of metamodern gaming. Furthermore, analyzing Death Stranding gameplay features from a metamodern perspective determines metamodern-related gameplay elements and strategies.
小岛秀夫《死亡搁浅》的元现代性
游戏是有价值的文化现象——它们可能表明社会、文化甚至政治趋势和议程。此外,它们可能准确地表达了一种情感的共同结构。相反地,我们可以基于最新的文化趋势去研究和理解电子游戏,其中之一便是元现代主义。这篇文章有助于从概要和玩法的角度确定什么是元现代游戏。在分析了从元现代视角研究电子游戏的方法论特点后,本文以小岛秀夫的《死亡搁浅》为例进行了元现代研究。通过对Kojima游戏中振荡、移情、建构主义和面向对象关系的研究,本文证明了它是元现代游戏的一个光辉典范。进一步,从元现代视角分析《死亡搁浅》的玩法特征,确定与元现代相关的玩法元素和策略。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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