从令人毛骨悚然的意大利面到恐怖游戏游戏的动态凝视

IF 0.2 Q4 COMMUNICATION
F. Cavaletti, F. Toniolo
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引用次数: 0

摘要

在过去的几十年里,沉浸感在视听想象中变得越来越重要。在这篇论文中,我们建议采取一种不同的路线,并探索凝视的动态——尤其是直接寻址——在多大程度上可以促进挑战主导想象的“涌现”策略,具体参考爬行类动物和恐怖视频游戏。首先,我们将“涌现路线”的起源追溯到贝尔托尔特·布莱希特,表明他的理论可以适用于电子游戏。其次,我们对恐怖视频游戏中玩家积极参与的一些凝视类型进行了调查。然后,我们将重点放在creepypastas身上,以证明凝视是他们绕过玩家角色的关键,从而与玩家自己取得联系。最后,我们分析了一个基于creepypasta的特定游戏:Doki Doki文学俱乐部!。基于这一分析,我们得出了在我们看来,代表当代恐怖想象的一个关键修改的主线。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Una dinamica degli sguardi dall'immaginario creepypasta all'horror videoludico = A dynamics of gazes from the creepypasta imaginary to horror videogames
Over the last decades, immersivity has gained increasing importance in the audiovisual imaginary. In this paper, we propose to take a different route and to explore to what extent the dynamics of gazes – and particularly the direct address – can promote "emersive" strategies that challenge the dominant imaginary, with specific reference to creepypastas and horror video games. First, we trace back the origins of the emersive route to Bertolt Brecht, showing that his theory can be adapted to videogames. Second, we provide a survey of some of the types of gaze that actively involve the player in horror videogames. Then, we focus on creepypastas to demonstrate that the gaze is key to their aim of circumventing the players' character, in order to get in touch with the players themselves. Finally, we analyze a specific creepypasta-based game: Doki Doki Literature Club!. Based on this analysis, we draw the main lines of what, in our view, represents a key modification of contemporary horror imaginary.
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