我和我的化身:作为虚构代理的玩家角色

Matthew Carlson, Logan Taylor
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引用次数: 1

摘要

电子游戏玩家用第一人称描述他们的游戏玩法,例如“我躲在路障后面。”这样的游戏体验描述很常见,但也令人困惑,因为玩家实际上只是在按按钮,而不是参与第一人称报告所描述的活动。根据Robson和Meskin(2016)捍卫的观点,我们称之为虚构身份观点,这个谜题可以通过声称玩家在虚构中与玩家角色相同来解决。因此,从这个角度来看,如果玩家角色虚构地执行了一个动作,那么玩家也虚构地执行了这个动作。然而,我们认为虚构身份观点并不能解释玩家的游戏体验和他们对游戏体验的描述。我们开发了另一种关于玩家和玩家角色之间关系的解释,即玩家角色充当玩家的虚构代理,并认为这种解释能够更好地理解电子游戏作为互动小说的本质。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Me and My Avatar: Player-Character as Fictional Proxy
Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on this view, if the player-character fictionally performs an action then, fictionally, the player performs that action. However, we argue that the fictional identity view does not make sense of players' gameplay experiences and their descriptions of them. We develop an alternative account of the relationship between the player and player-character on which the player-character serves as the player's fictional proxy, and argue that this account makes better sense of the nature of videogames as interactive fictions.
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