ApertureScience.com的幕后:门户和它的文本。

IF 2.4 2区 文学 Q1 COMMUNICATION
Alan Galey
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引用次数: 0

摘要

《传送门》(2007)为电子游戏准文本的研究提供了一个异常复杂的例子。本文以该游戏的推广网站ApertureScience.com为例,探讨如何进一步完善准性以及与之相关的短暂性和物质性概念,从而开辟电子游戏作为解释和体验对象的新维度。本文借鉴了考据学的研究领域,该领域专门研究媒介的特殊性,以及技术细节与解释和意义的纠缠。第一部分将重新评估书籍的本质,并将其与电子游戏的物质性进行类比,并批判g rard Genette关于书本类文本的概念及其在电子游戏中的适用性。文章随后对ApertureScience.com作为一种准文本进行了详细的分析,包括对实证主义和企业研究的讽刺批评,最后讨论了数字准文本的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Behind the Scenes at ApertureScience.com: <i>Portal</i> and Its Paratexts.

Behind the Scenes at ApertureScience.com: <i>Portal</i> and Its Paratexts.

Behind the Scenes at ApertureScience.com: <i>Portal</i> and Its Paratexts.

Behind the Scenes at ApertureScience.com: Portal and Its Paratexts.

Portal (2007) presents an unusually complex example for the study of video game paratexts. This article uses the case of the game's promotional website ApertureScience.com to consider how paratextuality and the associated concepts of ephemerality and materiality may be further refined to open up new dimensions of video games as objects of interpretation and play. The article draws from the field of textual studies, which specializes in the particularities of media, and in the entanglement of technical detail with interpretation and meaning. The first part re-evaluates the nature of the book as an analogy for the materiality of video games, and critiques Gérard Genette's conception of bookish paratexts and its applicability to video games. The article then offers a detailed analysis of ApertureScience.com as a paratext, including its satirical critiques of positivism and corporate research, and concludes with a discussion of the materiality of digital paratexts.

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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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