Genre Trouble:

Espen Aarseth
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引用次数: 3

Abstract

Currently in game and digital culture studies, a controversy rages over the relevance of narratology for game aesthetics. One side argues that computer games are media for telling stories, while the opposing side claims that stories and games are different structures that are in effect doing opposite things. One crucial aspect of this debate is whether games can be said to be "texts," and thereby subject to a textual-hermeneutic approach. Here we find the political question of genre at play: the fight over the games' generic categorization is a fight for academic influence over what is perhaps the dominant contemporary form of cultural expression. After forty years of fairly quiet evolution, the cultural genre of computer games is finally recognized as a large-scale social and aesthetic phenomenon to be taken seriously. In the last few years, games have gone from media non grata to a recognized field of great scholarly potential, a place for academic expansion and recognition.
类型的麻烦:
在当前的游戏和数字文化研究中,关于叙事学与游戏美学的相关性的争论非常激烈。一方认为电脑游戏是讲述故事的媒介,而另一方则认为故事和游戏是不同的结构,实际上是在做相反的事情。这场争论的一个关键方面是,游戏是否可以被称为“文本”,从而受制于文本解释学方法。在这里,我们发现了关于游戏类型的政治问题:关于游戏的一般分类的争论是关于学术影响力的争论,而学术影响力可能是主流的当代文化表达形式。经过40年的安静演变,电脑游戏这一文化类型终于被认为是一种需要认真对待的大规模社会和美学现象。在过去的几年里,游戏已经从不受欢迎的媒体变成了一个具有巨大学术潜力的公认领域,一个学术扩张和认可的地方。
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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