如何定义游戏类型:以NES平台游戏为例

N. Skare
{"title":"如何定义游戏类型:以NES平台游戏为例","authors":"N. Skare","doi":"10.7557/23.6127","DOIUrl":null,"url":null,"abstract":"This article’s purpose is to define the NES platform game as a specific genre through a materialist approach. Discarding both inductive and deductive ways, we select two games that can be said to be extreme translations of the genre and thus derive the concept from their analysis: the games are Super Mario Bros. 3 (SMB3) and Mega Man 2 (MM2). This article develops concepts from our materialist framework, notably the Lacanian Borromean knot and derived semiotics, and our own definition of narrative as a symbolic predication of the Real. After analyzing our games and establishing a model, we relate SMB3 to identification and MM2 to recognition, and define the NES “platformers” as games where there is at least one metaphorical non-jump button.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"54 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"How to Define a Genre: A Lacanian-marxist Case Study of the NES Platform Game\",\"authors\":\"N. Skare\",\"doi\":\"10.7557/23.6127\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article’s purpose is to define the NES platform game as a specific genre through a materialist approach. Discarding both inductive and deductive ways, we select two games that can be said to be extreme translations of the genre and thus derive the concept from their analysis: the games are Super Mario Bros. 3 (SMB3) and Mega Man 2 (MM2). This article develops concepts from our materialist framework, notably the Lacanian Borromean knot and derived semiotics, and our own definition of narrative as a symbolic predication of the Real. After analyzing our games and establishing a model, we relate SMB3 to identification and MM2 to recognition, and define the NES “platformers” as games where there is at least one metaphorical non-jump button.\",\"PeriodicalId\":247562,\"journal\":{\"name\":\"Eludamos: Journal for Computer Game Culture\",\"volume\":\"54 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-07-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Eludamos: Journal for Computer Game Culture\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.7557/23.6127\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eludamos: Journal for Computer Game Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7557/23.6127","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本文的目的是通过唯物主义的方法将NES平台游戏定义为一种特定类型。抛弃归纳和演绎的方法,我们选择了两款可以说是该类型的极端翻译的游戏,从而从他们的分析中获得概念:这两款游戏是《超级马里奥兄弟3》(SMB3)和《洛克人2》(MM2)。本文从我们的唯物主义框架中发展概念,特别是拉康的博罗米安结和衍生的符号学,以及我们自己对叙事的定义,作为对现实的象征性预测。在分析我们的游戏并建立模型后,我们将SMB3与识别联系起来,将MM2与识别联系起来,并将NES“平台游戏”定义为至少有一个隐喻性的非跳跃按钮的游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How to Define a Genre: A Lacanian-marxist Case Study of the NES Platform Game
This article’s purpose is to define the NES platform game as a specific genre through a materialist approach. Discarding both inductive and deductive ways, we select two games that can be said to be extreme translations of the genre and thus derive the concept from their analysis: the games are Super Mario Bros. 3 (SMB3) and Mega Man 2 (MM2). This article develops concepts from our materialist framework, notably the Lacanian Borromean knot and derived semiotics, and our own definition of narrative as a symbolic predication of the Real. After analyzing our games and establishing a model, we relate SMB3 to identification and MM2 to recognition, and define the NES “platformers” as games where there is at least one metaphorical non-jump button.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
0.90
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信