(元)地面视角空间与结构框架反讽——以手机游戏《里拉与战争阴影》为例

IF 1.8 1区 文学 0 LANGUAGE & LINGUISTICS
Iksoo Kwon, Eunsong Kim
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引用次数: 2

摘要

摘要在观点空间的框架内(Dancygier,Barbara,2012)。故事的语言:一种认知方法。剑桥:剑桥大学出版社),本文调查了手机游戏情节中的观点互动,以展示游戏的结构框架如何导致意义建构,特别是讽刺的建构。提出(元)地面视点空间的概念,不仅是为了对局部空间和视点相互关联的全局心理空间进行广义描述,而且是为了阐明所调用的特定类型的期望如何对玩家对游戏的整体理解做出重大意义贡献。本研究以手机游戏《Liyla and the Shadows of War》为例(Abueideh,Rasheed,2016)。李拉和战争阴影)作为一种观点现象,其建构涉及多种观点的互动。该游戏从一位不愿透露姓名的巴勒斯坦父亲和他的女儿Liyla的角度描述了2014年加沙冲突的后果。它与原型游戏的不同之处在于,无论玩家的技能如何,都不可能完成预期的叙事,尽管它表面上的目标是让主角生存并逃到更安全的地方。玩家清除所有阶段的目标、角色生存的目标和开发者传达信息的目标之间的不匹配是讽刺意义的来源,本研究重点关注游戏开发者、角色和玩家的多个观点网络如何构建玩家的预期意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
(Meta-)Ground Viewpoint Space and structurally-framed irony: A case study of the mobile game Liyla and the Shadows of War
Abstract Within the framework of Viewpoint Spaces (Dancygier, Barbara. 2012. The language of stories: A cognitive approach. Cambridge: Cambridge University Press), this paper investigates viewpoint interactions in a mobile game’s plot to show how the game’s structural framing leads to meaning construction, specifically the construal of irony. The notion of (meta-)Ground Viewpoint Space is proposed not only to provide a generalized account of a global mental space where local spaces and viewpoints relate to one another, but also to elucidate how the invoked genre-specific expectation makes a significant meaning contribution to the player’s overall construal of the game. This study presents a case study of the mobile game Liyla and the Shadows of War (Abueideh, Rasheed. 2016. Liyla and the Shadows of War) as a viewpoint phenomenon whose construal involves the interaction of multiple viewpoints. The game depicts the consequences of the 2014 Gaza conflict from the perspective of an unnamed Palestinian father struggling to escape the war zone with his daughter Liyla. It deviates from prototypical games in that it is impossible to complete the expected narrative, regardless of the player’s skill, although its ostensible goal is to let the protagonists survive and escape to a safer place. The mismatch between the player’s goal to clear all the stages, the character’s goal to survive, and the developer’s goal to convey a message is a source of ironic meaning, and this study focuses on how the network of multiple viewpoints – of the game developer, the character, and the player – constructs the intended meaning for players.
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来源期刊
CiteScore
3.30
自引率
17.60%
发文量
21
期刊介绍: Cognitive Linguistics presents a forum for linguistic research of all kinds on the interaction between language and cognition. The journal focuses on language as an instrument for organizing, processing and conveying information. Cognitive Linguistics is a peer-reviewed journal of international scope and seeks to publish only works that represent a significant advancement to the theory or methods of cognitive linguistics, or that present an unknown or understudied phenomenon. Topics the structural characteristics of natural language categorization (such as prototypicality, cognitive models, metaphor, and imagery); the functional principles of linguistic organization, as illustrated by iconicity; the conceptual interface between syntax and semantics; the experiential background of language-in-use, including the cultural background; the relationship between language and thought, including matters of universality and language specificity.
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