{"title":"深刻改变时代的艺术","authors":"Valeria Meazza","doi":"10.1285/I22840753N14P9","DOIUrl":null,"url":null,"abstract":"Even though an increasing number of experts in popular culture has repeatedly highlighted that over the past two decades mass entertainment, notably tv series and videogames, has grown more and more sophisticated, the narratives enjoyed in this context are still often described as mercenary and useless rivals of novels and movies. Most of the detractors, indeed, hold that tv series and videogames are not as capable of conveying substantial experiences as literature and cinema; they believe, on the contrary, that these forms of entertainment are likely to miseducate people by anesthetizing their thought or by subjecting it to the will of pointless passions. In this video essay I will examine the genesis, the narrative strategies and the modes of fruition that characterize two representative products of contemporary entertainment, the videogame Detroit: Become Human and the tv series Westworld, in order to argue for a more constructive interpretation of the videogame and complex television storytelling. My claim is that the level of sophistication and self awareness of these narratives, as well as their cunning use of different strategies and genres, is commensurate with the nobler literary and cinematographic tradition: contemporary videogame and television storytelling proves to be capable of involving the users and leading them through a significant experience, both cognitive and ethical. Complex entertainment storytelling, just as literature and cinema, succeeds in triggering and developing a many-sided and flexible “multi-world” rationality as an alternative to rigid forms of thinking which no longer result suitable for understanding reality.","PeriodicalId":40441,"journal":{"name":"H-ermes-Journal of Communication","volume":null,"pages":null},"PeriodicalIF":0.2000,"publicationDate":"2019-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1285/I22840753N14P9","citationCount":"0","resultStr":"{\"title\":\"Un’arte che cambia profondamente il suo tempo = An art that profoundly changes its time\",\"authors\":\"Valeria Meazza\",\"doi\":\"10.1285/I22840753N14P9\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Even though an increasing number of experts in popular culture has repeatedly highlighted that over the past two decades mass entertainment, notably tv series and videogames, has grown more and more sophisticated, the narratives enjoyed in this context are still often described as mercenary and useless rivals of novels and movies. Most of the detractors, indeed, hold that tv series and videogames are not as capable of conveying substantial experiences as literature and cinema; they believe, on the contrary, that these forms of entertainment are likely to miseducate people by anesthetizing their thought or by subjecting it to the will of pointless passions. In this video essay I will examine the genesis, the narrative strategies and the modes of fruition that characterize two representative products of contemporary entertainment, the videogame Detroit: Become Human and the tv series Westworld, in order to argue for a more constructive interpretation of the videogame and complex television storytelling. My claim is that the level of sophistication and self awareness of these narratives, as well as their cunning use of different strategies and genres, is commensurate with the nobler literary and cinematographic tradition: contemporary videogame and television storytelling proves to be capable of involving the users and leading them through a significant experience, both cognitive and ethical. 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引用次数: 0
摘要
尽管越来越多的流行文化专家反复强调,在过去的二十年里,大众娱乐,尤其是电视剧和电子游戏,变得越来越复杂,但在这种背景下享受的叙事仍然经常被描述为唯利是图和无用的小说和电影的对手。事实上,大多数批评者都认为电视剧和电子游戏不像文学和电影那样能够传达实质性的体验;相反,他们认为,这些娱乐形式很可能通过麻醉人们的思想或使其屈从于毫无意义的激情意志而对人们进行错误的教育。在这篇视频文章中,我将分析当代娱乐的两个代表性产品——电子游戏《底特律:成为人类》(Detroit: Become Human)和电视剧《西部世界》(Westworld)——的起源、叙事策略和成果模式,以便对电子游戏和复杂的电视故事叙述进行更具建设性的解释。我的观点是,这些叙事的复杂程度和自我意识,以及它们对不同策略和类型的巧妙使用,与更高尚的文学和电影传统相称:当代电子游戏和电视叙事已被证明能够让用户参与其中,并引导他们获得认知和道德上的重要体验。复杂的娱乐叙事,就像文学和电影一样,成功地触发和发展了一种多方面和灵活的“多世界”理性,作为对不再适合理解现实的僵化思维形式的替代。
Un’arte che cambia profondamente il suo tempo = An art that profoundly changes its time
Even though an increasing number of experts in popular culture has repeatedly highlighted that over the past two decades mass entertainment, notably tv series and videogames, has grown more and more sophisticated, the narratives enjoyed in this context are still often described as mercenary and useless rivals of novels and movies. Most of the detractors, indeed, hold that tv series and videogames are not as capable of conveying substantial experiences as literature and cinema; they believe, on the contrary, that these forms of entertainment are likely to miseducate people by anesthetizing their thought or by subjecting it to the will of pointless passions. In this video essay I will examine the genesis, the narrative strategies and the modes of fruition that characterize two representative products of contemporary entertainment, the videogame Detroit: Become Human and the tv series Westworld, in order to argue for a more constructive interpretation of the videogame and complex television storytelling. My claim is that the level of sophistication and self awareness of these narratives, as well as their cunning use of different strategies and genres, is commensurate with the nobler literary and cinematographic tradition: contemporary videogame and television storytelling proves to be capable of involving the users and leading them through a significant experience, both cognitive and ethical. Complex entertainment storytelling, just as literature and cinema, succeeds in triggering and developing a many-sided and flexible “multi-world” rationality as an alternative to rigid forms of thinking which no longer result suitable for understanding reality.