Playing with Character: A Framework of Characterization in Video Games

IF 2.4 2区 文学 Q1 COMMUNICATION
Alexander Vandewalle, S. Malliet, K. Demoen
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引用次数: 0

Abstract

Characterization refers to the process of attributing character traits to narrative entities called ‘characters'. While there is a long tradition of characterization theory in literary studies, the topic has not been examined extensively in game research. Based on insights from literary, film, and game studies, this article creates a theoretical model of how ‘character,' or character traits, can be attributed in video games, and offers a methodological vocabulary for further character(ization) research. First, this paper synthesizes the tradition of characterization research in literary studies. Second, it identifies three participants in video game characterization (developers, actors, and players) and introduces the concept of ergodic characterization to describe those instances in which players produce nontrivial characterization efforts. Finally, the framework itself is presented through application to various game titles, and several answers to methodological problems within game characterization analysis are suggested.
玩角色:电子游戏中的人物塑造框架
人物塑造指的是将角色特征归因于被称为“角色”的叙事实体的过程。虽然在文学研究中有很长的人物塑造理论传统,但这个话题在游戏研究中还没有得到广泛的研究。基于对文学、电影和游戏研究的见解,本文创建了一个关于“角色”或角色特征如何在电子游戏中体现的理论模型,并为进一步的角色化研究提供了方法论词汇。首先,本文综合了文学研究中人物塑造研究的传统。其次,它确定了电子游戏特征的三个参与者(开发者、演员和玩家),并引入了遍历特征的概念来描述玩家产生重要特征的情况。最后,通过对各种游戏的应用来呈现框架本身,并对游戏特征分析中的方法论问题提出了几个答案。
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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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