与机器的对话,或交互式数字叙事中的封闭和控制的废墟

J. Hoydis
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引用次数: 1

摘要

文学研究与后人类主义之间的相互关系值得关注,而不仅仅是关注后人类身份在故事层面的表现。为了探讨这些问题,本文着眼于交互式数字叙事(IDN)的例子:Bandersnatch (2018), Netflix反乌托邦科幻小说系列《黑镜》的“选择你自己的冒险”类型的部分,短片《愤怒的河》(2017),它采用了目光检测技术来确定观众会看到什么,以及严肃的多平台电子游戏《气候轨迹》(2019),专门设计让玩家“行动起来”。在不同程度上跨越了游戏学和叙事之间的边界,所有这些都提供了“重来”的机会,并探索了复杂的模式和过程。他们提出了关于预先设定意义的共同生产,作者和读者代理,控制,关闭和叙事(非)可靠性的概念的问题。因此,本文认为,它们挑战了关于后人类数字环境中叙事潜力的观点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives
The interrelations between literary studies, and posthumanism deserve attention beyond the focus on the representation of posthuman identities on the story level. To explore these, this article looks at examples of interactive digital narratives (IDN): Bandersnatch (2018), a ‘choose-your-own-adventure’-type instalment of Netflix’s dystopian SF-anthology series Black Mirror, the short film The Angry River (2017), which employs gaze-detection technology to determine what viewers get to see, and the serious multi-platform videogame The Climate Trail (2019), specifically designed to move players ‘into action’. Straddling the border between ludology and narrative to varying degrees, all offer the chance of ‘do overs’ and the exploration of complex patterns and processes. They raise questions about the co-production of pre-scripted meanings, about authorial and reader agency, conceptions of control, closure, and narrative (un)reliability. Thus, this article argues, they challenge ideas about the potential of narratives in and beyond posthuman digital environments.
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