极速赛车的美学:新巴洛克空间中的表演

Emilie Reed
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引用次数: 0

摘要

极速奔跑描述了与快速完成游戏的策略开发和执行相关的活动,是历史和技术信息的宝贵来源,同时对电子游戏环境进行专门的美学探索。大多数关于极速竞速的研究都强调其元游戏或记录功能。然而,极速竞速也改变了游戏玩法的审美体验,无论是对玩家还是观众。艺术历史视角下的美学研究,如Angela Ndalianis的新巴洛克理论和H.S. Becker对艺术世界形成的研究,为快速奔跑的体验以及玩家和观众如何体验和欣赏不连续和脱节的模拟空间提供了新的见解。虽然Nidalianis将她的理论应用于电子游戏和其他类型的当代娱乐,但通过这一视角进一步研究竞速表演扩展了她的分析,并将电子游戏视为单一美学作品的想法提出了问题,而不是将注意力集中在电子游戏可以提供的其他美学体验上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The aesthetics of speedrunning: Performances in neo-baroque space
Speedrunning describes activities related to the development and performance of strategies to complete games quickly, and is a valuable source of historical and technical information, while producing specialized aesthetic explorations of a videogame’s environment. Most research on speedrunning emphasizes its metagaming or documentary function. However, speedrunning also changes the aesthetic experience of gameplay, both for players and in spectated performance. Aesthetic investigation informed by art historical perspectives, such as Angela Ndalianis’ theory of the Neo-Baroque and H.S. Becker’s study of Art World formations, offers new insights into the experience of speedrunning and how discontinuous and disjointed simulated space is experienced and appreciated as aesthetic phenomena by players and spectators. While Nidalianis has applied her theory to videogames, among other types of contemporary entertainment, further investigating speedrunning performances through this lens extends her analysis and problematizes the idea of a videogame as a singular aesthetic work, instead drawing attention to alternative aesthetic experiences videogames can offer.
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