历史、粉丝圈和在线游戏社区

N. Webber, E. C. Stevens
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引用次数: 0

摘要

围绕《EVE online》和《EverQuest》等持久在线游戏环境的历史活动是非常重要且持续的,特别是随着这些游戏的发展。为了捕捉和集中玩家认为有意义的体验故事,开发者进行了各种尝试。然而,与所有的历史工作一样,试图整理和呈现一个社区的历史是政治性的,而且经常受到争议。项目可能会因利益冲突和对历史的不同看法而受到损害。在这个在线历史作品中所做的区别唤起了当代公共历史的辩论:所有权,权力和可接受性的问题是中心,这一历史活动的输出是多种多样的,例如,在一个例子中构成一个简短的论坛线程,收集玩家的回忆,而在另一个例子中,形成一本书长度的自我意识的历史写作。然而,它们也与粉丝研究领域的争论平行。本章通过分析同人作品作为历史作品的形式来讨论玩家社区中存在的同人与历史之间的紧张关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
History, Fandom, and Online Game Communities
Historical activity around persistent online game environments such as EVE Online and EverQuest is significant and ongoing, particularly as these games age. A wide range of attempts have been made to capture and concentrate tales of those experiences which players have considered significant. Yet as with all historical work, attempts to curate and represent the history of a community are political and often contested. Projects can be compromised by competing interests and by differing perceptions of what does or does not ‘count’ as history. The distinctions made in this online historical work evoke the debates of contemporary public history: issues of ownership, power and acceptability are central, and the outputs of this historical activity are varied, constituting a short forum thread collecting player reminiscences in one instance, for example, compared with a book-length piece of self-consciously historical writing in another. Yet they also parallel debates within the space of fan studies. This chapter discusses the tension between fandom and history that exists in player communities by examining fanworks as forms of historical work.
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