走向电子游戏现象学——关于分析美学和体验的一些思考

J. Bakels
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引用次数: 1

摘要

本文旨在构思一个启发式框架来分析电子游戏美学以及体验这些美学的方式。作为整篇文章思想的主要出发点,我转向现象学对电影、媒体和游戏研究的贡献——特别强调动觉的方法。在讨论了关于玩电子游戏的动觉体验的重要论文,以及通过发展心理学领域内的动觉来描绘主观间情感共享的现象学方法之后,我转向了一系列简短的游戏分析草图,这些草图旨在强调玩电子游戏时体验时间、空间和物质性的某些方面。最后,讨论了电子游戏中交互主体间性的具体质量,从而引入了自情感的理论概念。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Steps towards a Phenomenology of Video Games—Some Thoughts on Analyzing Aesthetics and Experience
This paper aims at conceiving a heuristic framework for analyzing video game aesthetics as well as the ways in which these aesthetics are experienced. As the main point of departure for the thoughts laid out throughout the article, I turn to phenomenological contributions to film, media and game studies—with a special emphasis on approaches to kinaesthesia. After discussing essential papers on the kinaesthetic experience of playing video games as well as drawing on a phenomenological approach to the intersubjective sharing of affects by means of kinaesthesia conceived within the field of developmental psychology, I turn to a series of brief game-analytical sketches that are supposed to highlight certain aspects of experiencing time, space, and materiality while playing video games. Finally, the specific quality of interactive intersubjectivity in video gaming is discussed, resulting in the introduction of the theoretical concept of auto-affectivity.
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