电子游戏中的濒死体验或如何将死亡视为一种销售概念:从人类学、形而上学和促销角度看亵渎神明的案例

IF 0.1 0 HUMANITIES, MULTIDISCIPLINARY
Josefa Ros Velasco, César San Nicolás Romera, Miguel Ángel Nicolás Ojeda
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引用次数: 0

摘要

死亡在电子游戏中很常见,也是取得畅销地位的关键因素之一。从人类学的角度来看,电子游戏中的濒死体验使玩家能够通过互动来熟悉这种未知的现象——从形而上学的角度来看,这对于理解和自然地将其纳入生活是必要的——考虑到电子游戏的娱乐交流性质及其创造文化和意义视野的能力——而不仅仅是电子游戏作为一种设备,还有玩家直接参与的跨媒体推广叙事。在本文中,我们将根据德国哲学家Hans Blumenberg的现实绝对主义理论,分析电子游戏中死亡表现的人类学和形而上学成分,以及《Blasphemous》的案例及其宣传故事,以确定死亡是如何在宣传中作为一种销售概念出现的,因为它在玩家的共同象征意识中占有一席之地。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Near-Death Experience in Video Games or How Looking Death in the Eyes Can Be a Sales Concept: The Case of Blasphemous from an Anthropological, Metaphysical, and Promotional Standpoint
Death is common in video games and one of the key elements to achieve bestseller status. From an anthropological perspective, near-death experience in video games enables the player to encounter familiarity with this uncharted phenomenon through interaction–which is necessary to understand and include it naturally in life from a metaphysical point of view–given the recreationalcommunicative nature of video games and their capacity for creating culture and horizons of meaning– not just the video game as a device, but also the full transmedia promotional narrative in which players participate first-hand. In this article, we analyze the anthropological and metaphysical components of the representation of death in video games following the German philosopher Hans Blumenberg’s theory of the absolutism of reality, as well as the case of Blasphemous and its promotional storytelling to determine how death appears as a sales concept in the publicity due to its place in the players’ common symbolic consciousness.
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来源期刊
Escritura e Imagen
Escritura e Imagen HUMANITIES, MULTIDISCIPLINARY-
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