想象力的积木:儿童、创造力和迪士尼无限的极限

Meredith A. Bak
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引用次数: 5

摘要

本文将分析2013年发行的《迪士尼无限》(Disney Infinity)。“无限”在发布前被宣传为“无限创造力的庆典”,是唯一一个将开放式世界建筑融入游戏的玩具到生活平台。它的设计是为了模仿孩子们的身体游戏,允许他们在虚拟环境中混合和匹配来自不同故事世界的角色和元素。这篇文章认为迪士尼将儿童创造力作为一种经济战略,认为该公司对创造力的运用是当代儿童媒体文化中行业利益相关者对这一术语的修辞挪用的典范。本文探讨了游戏的宣传材料、游戏内置功能、游戏玩法属性和美学,将Infinity置于更广泛的玩具到生活市场中,展示了迪士尼对创造力的兴趣,特别是在对STEM和STEAM计划的兴趣增加之后。这表明迪士尼的创造力是复杂的,有时是矛盾的,它依赖于一个浪漫化的概念,即儿童是“不守规矩的”玩家。让迪士尼的角色和图像可供用户自行生成,Infinity试图在自己的知识产权范围内重塑创意。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Building Blocks of the Imagination: Children, Creativity, and the Limits of Disney Infinity
This article examines Disney Infinity, a toys-to-life game launched in 2013. Billed as “a celebration of infinite creativity” ahead of its release, Infinity is the only toys-to-life platform that incorporates open-ended world building into play. It is designed to emulate kids’ physical play by allowing them to mix and match characters and elements from disparate story worlds in a virtual environment. The essay considers Disney’s use of children’s creativity as an economic strategy, arguing that the company’s deployment of creativity is exemplary of the term’s rhetorical appropriation by industry stakeholders across contemporary children’s media culture. Exploring the game’s promotional materials, in-game features, attributes of gameplay, and aesthetics, the article situates Infinity within the broader toys-to-life market, demonstrating Disney’s interest in creativity, particularly in the wake of heightened interest in STEM and STEAM initiatives. It suggests that Disney’s creativity is complex and, at times, contradictory and that it relies upon a romanticized notion of children as “unruly” players. Making Disney characters and iconography available for user-generated appropriation, Infinity attempts to reframe creativity within the parameters of its own intellectual property.
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