互动数字环境中的游戏和序列的“Parergodic”工作

Shane Denson
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引用次数: 0

摘要

二十世纪的连环人物通过跨越各种媒介之间的界限,在他们的框架中滑进滑出,并显示出他们——按照德里德里的伙伴逻辑——是可逆的,从而制定了一种“伙伴”逻辑。随着交互式、网络化和融合数字媒体环境的兴起,这些媒体逻辑正在发生转变。像蝙蝠侠这样的人物体现了从“伙伴关系”到新的“伙伴关系”逻辑的转变;后一个术语建立在Espen Aarseth关于游戏玩法的“遍历式”情境的概念之上,即遍历式结合了希腊语ergon(工作)和hodos(路径),从而将非平凡的劳动作为玩家参与游戏的美学模式。遍历式媒体产生了新的序列形式,伴随着、探索和追踪新媒体环境的发展轨迹,模糊了工作与娱乐、有偿劳动与从我们的休闲娱乐实践中剔除的附带工作之间的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaming and the ‘Parergodic’ Work of Seriality in Interactive Digital Environments
Twentieth-century serial figures enacted a “parergonal” logic by crossing boundaries between various media, slipping in and out of their frames, and showing them—in accordance with a Derridean logic of the parergon—to be reversible. With the rise of interactive, networked, and convergent digital media environments, these medial logics are transformed. A figure like Batman exemplifies the transition from a “parergonal” to a new “parergodic” logic; the latter term builds upon Espen Aarseth’s notion of the “ergodic” situation of gameplay—where ergodics combines the Greek ergon (work) and hodos (path), thus positing nontrivial labor as the aesthetic mode of players’ engagement with games. Ergodic media give rise to new forms of seriality that accompany, probe, and trace the developmental trajectories of the new media environment and the blurring of relations between work and play, between paid labor and the incidental work culled from our leisure and entertainment practices.
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