数字串行性:论数字游戏的串行美学与实践

Shane Denson, Andreas Jahn-Sudmann
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引用次数: 27

摘要

在本文中,我们将概述一系列观点、方法和理论,用于研究数字游戏和游戏文化的连续性——即与游戏相关的连续性的美学形式和文化实践,我们认为这是在大众媒体文化数字化之后发生的更广泛的媒体和社会文化转型背景下展开的(事实上,作为特权调解人)。我们认为,连续性是流行电脑和电子游戏的核心和多面性,但在很大程度上被忽视了。串行性不仅是明确标记的游戏系列(游戏邦注:包括其续集、前传、重制和其他类型的延续)中的一个因素,也是游戏本身(游戏邦注:例如,作为一系列迭代的“关卡”或“世界”的形式结构构成)以及游戏与其他媒体之间的跨媒介关系层面(游戏邦注:例如,漫画、电影、电视和游戏等媒体中叙事世界的广泛串行化)中的一个因素。特别是关于时间“崩溃”或“同步”的过程,在当前的数字化和媒体融合时代,正在挑战前数字串行性的时间维度和发展逻辑(例如,因为曾经连续出现的系列内容现在越来越多地用于即时、重复和非线性消费),电脑游戏非常适合于对特定数字类型串行性的示范调查。在接下来的文章中,我们将着眼于数字游戏和游戏系列中的序列化过程,并试图理解它们是如何与数字时代对时间序列结构体验和历史角色身份的转变联系在一起的。这些转变的范围从个体玩家遭遇算法计算过程的微时间尺度(其速度逃脱了人类的直接感知,只能通过技术手段来衡量)一直到数字时代政治、文化和社会身份的集体代理的宏观时间(更合适的“历史”)水平。为了解释这种多层次的复杂性,我们主张采用一种果断的跨学科方法,将媒体美学和媒体哲学观点与话语分析和文化史资源相结合。我们将从文本和美学形式以及更广泛的连篇游戏文化和流行文化的背景来探讨数字游戏的连篇性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital Seriality: On the Serial Aesthetics and Practice of Digital Games
In this paper we are concerned to outline a set of perspectives, methods, and theories with which to approach the seriality of digital games and game cultures – i.e. the aesthetic forms and cultural practices of game-related serialization, which we see unfolding against (and, in fact, as a privileged mediator of) the broader background of medial and socio-cultural transformations taking place in the wake of popular media culture’s digitalization. Seriality, we contend, is a central and multifaceted but largely neglected dimension of popular computer and video games. Seriality is a factor not only in explicitly marked game series (with their sequels, prequels, remakes, and other types of continuation), but also within games themselves (e.g. in their formal-structural constitution as an iterative series of “levels” or “worlds”) as well as on the level of transmedial relations between games and other media (e.g. expansive serializations of narrative worlds across the media of comics, film, television, and games, etc.). Particularly with respect to processes of temporal “collapse” or “synchronization” that, in the current age of digitization and media convergence, are challenging the temporal dimensions and developmental logics of pre-digital seriality (e.g. because once successively appearing series installments are increasingly available now for immediate, repeated, and non-linear consumption), computer games are eminently suited for an exemplary investigation of a specifically digital type of seriality. In the following, we look at serialization processes in digital games and game series and seek to understand how they relate to digital-era transformations of temporally-serially structured experiences and identifications on the part of historically situated actors. These transformations range from the microtemporal scale of individual players’ encounters with algorithmic computation processes (the speed of which escapes direct human perception and is measurable only by technological means) all the way up to the macrotemporal (more properly “historical”) level of collective brokerings of political, cultural, and social identities in the digital age. To account for this multi-layered complexity, we argue for a decidedly interdisciplinary approach, combining media-aesthetic and media-philosophical perspectives with the resources of discourse analysis and cultural history. We approach the seriality of digital games both in terms of textual and aesthetic forms as well as in the broader context of serialized game cultures and popular culture at large.
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