电子游戏中民间传说角色的媒介化方法以“yaga”游戏为例

Maria A. Bykhanova
{"title":"电子游戏中民间传说角色的媒介化方法以“yaga”游戏为例","authors":"Maria A. Bykhanova","doi":"10.28995/2658-5294-2023-6-2-97-111","DOIUrl":null,"url":null,"abstract":"The article is devoted to the mediatization of mythological characters of Slavic folklore by means of an example of the video game “Yaga”, created by Breadcrumbs Interactive studio in 2019. The mediatization of folklore allows us to see how traditional ideas are transformed when they get into the media environment and how folklore is “translated” into the language of the media. In this case, a computer game is considered as a text consisting of various (visual, verbal, etc.) signs. The author undertook structuralsemiotic analysis of the character system of video games that is used both in folklore and game studies to identify functions and plot roles, as well as visual, auditory, and other methods of media representation of game images borrowed from folklore. The article attempts to answer the following questions: are the functions of game characters similar to the functions of their folklore prototypes? Are there any similar stories in bylichki, or in this case we are dealing with completely fictional stories by the authors of games, which are only trying to be similar to folklore ones? Here it will be difficult to simply make a comparative scheme by comparing video game and folklore images, since the game does not have a full-fledged bestiary (a separate tab in the game menu where we could see full information about the character). In addition, all folklore characters can be conditionally divided into full-fledged opponents, who will have no other line of behavior besides the attack, and neutral to the hero, who can attack or make contact. In one case, we can talk exclusively about the external similarity, in the other we can focus on the plots of quests in which the character appears.","PeriodicalId":367091,"journal":{"name":"Folklore: structure, typology, semiotics","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"MEDIATIZATION METHODS OF FOLKLORE CHARACTERS IN VIDEO GAMES. THE CASE OF “YAGA” GAME\",\"authors\":\"Maria A. Bykhanova\",\"doi\":\"10.28995/2658-5294-2023-6-2-97-111\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The article is devoted to the mediatization of mythological characters of Slavic folklore by means of an example of the video game “Yaga”, created by Breadcrumbs Interactive studio in 2019. The mediatization of folklore allows us to see how traditional ideas are transformed when they get into the media environment and how folklore is “translated” into the language of the media. In this case, a computer game is considered as a text consisting of various (visual, verbal, etc.) signs. The author undertook structuralsemiotic analysis of the character system of video games that is used both in folklore and game studies to identify functions and plot roles, as well as visual, auditory, and other methods of media representation of game images borrowed from folklore. The article attempts to answer the following questions: are the functions of game characters similar to the functions of their folklore prototypes? Are there any similar stories in bylichki, or in this case we are dealing with completely fictional stories by the authors of games, which are only trying to be similar to folklore ones? Here it will be difficult to simply make a comparative scheme by comparing video game and folklore images, since the game does not have a full-fledged bestiary (a separate tab in the game menu where we could see full information about the character). In addition, all folklore characters can be conditionally divided into full-fledged opponents, who will have no other line of behavior besides the attack, and neutral to the hero, who can attack or make contact. In one case, we can talk exclusively about the external similarity, in the other we can focus on the plots of quests in which the character appears.\",\"PeriodicalId\":367091,\"journal\":{\"name\":\"Folklore: structure, typology, semiotics\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Folklore: structure, typology, semiotics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.28995/2658-5294-2023-6-2-97-111\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Folklore: structure, typology, semiotics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.28995/2658-5294-2023-6-2-97-111","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

本文以面包屑互动工作室于2019年制作的电子游戏“Yaga”为例,致力于斯拉夫民间传说中神话人物的媒介化。民俗学的媒介化让我们看到传统观念进入媒介环境后是如何被转化的,民俗学又是如何被“翻译”成媒介语言的。在这种情况下,电脑游戏被视为由各种(视觉、语言等)符号组成的文本。作者对民俗学和游戏学中用于识别功能和情节角色的电子游戏角色系统进行了结构符号学分析,并对借鉴民俗学的游戏形象的视觉、听觉等媒介表现方法进行了分析。本文试图回答以下问题:游戏角色的功能是否与其民俗原型的功能相似?在bylichki中是否有类似的故事,或者在这种情况下,我们所面对的是游戏作者完全虚构的故事,而这些故事只是试图与民间传说相似?在这里,我们很难通过比较电子游戏和民间传说图像来简单地做出比较方案,因为游戏并没有一个完整的动物传说(游戏邦注:游戏菜单中有一个单独的标签,我们可以看到关于角色的完整信息)。此外,所有的民间传说人物都可以有条件地分为完全的对手,他们除了攻击之外没有其他的行为线,以及中立的英雄,他们可以攻击或接触。在一种情况下,我们可以只讨论外部相似性,在另一种情况下,我们可以关注角色出现的任务情节。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
MEDIATIZATION METHODS OF FOLKLORE CHARACTERS IN VIDEO GAMES. THE CASE OF “YAGA” GAME
The article is devoted to the mediatization of mythological characters of Slavic folklore by means of an example of the video game “Yaga”, created by Breadcrumbs Interactive studio in 2019. The mediatization of folklore allows us to see how traditional ideas are transformed when they get into the media environment and how folklore is “translated” into the language of the media. In this case, a computer game is considered as a text consisting of various (visual, verbal, etc.) signs. The author undertook structuralsemiotic analysis of the character system of video games that is used both in folklore and game studies to identify functions and plot roles, as well as visual, auditory, and other methods of media representation of game images borrowed from folklore. The article attempts to answer the following questions: are the functions of game characters similar to the functions of their folklore prototypes? Are there any similar stories in bylichki, or in this case we are dealing with completely fictional stories by the authors of games, which are only trying to be similar to folklore ones? Here it will be difficult to simply make a comparative scheme by comparing video game and folklore images, since the game does not have a full-fledged bestiary (a separate tab in the game menu where we could see full information about the character). In addition, all folklore characters can be conditionally divided into full-fledged opponents, who will have no other line of behavior besides the attack, and neutral to the hero, who can attack or make contact. In one case, we can talk exclusively about the external similarity, in the other we can focus on the plots of quests in which the character appears.
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
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