关卡和战利品:电子游戏中的档案

IF 0.4 Q3 CULTURAL STUDIES
Fabian Lorenz Winter
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引用次数: 0

摘要

本研究考察了电子游戏在关卡中对档案建筑的描述,以及与档案材料(如掠夺)互动的实践。通过这样做,本文提出了适当档案和虚拟副本的过程概念,两者都由各种相互作用时刻决定,例如打开宝箱、盒子或细胞。隐藏在游戏中等待玩家发现的存档物品,吸引玩家开始互动,是迷宫般的存档生态系统的重要组成部分。检查电子游戏档案可以从机构档案和一般存档材料的相互作用中增强对档案生态系统的感知。在电子游戏中,如果有人在错综复杂的关卡和战利品生态系统中递归互动,档案就会成为媒介。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Levels and loot: archives in video games
ABSTRACT This study examines video games’ depictions of archival architectures in levels and practices of interacting with archival material such as looting. By doing this, the article proposes a processual idea of proper archives and virtual counterparts, both determined by various moments of interplay, such as opening treasure chests, boxes, or cells. Archived artifacts, hidden in games to be discovered, lure players to begin interplay, and are a crucial part of the labyrinthic archival ecosystem. Examining video game archives enhances the perception of archival ecosystems from the interplay with institutional archives, and the archived material in general. In video games, archives becoming media if someone recursively interacts with and within the entangled ecosystems of levels and loot.
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来源期刊
CiteScore
0.80
自引率
33.30%
发文量
15
审稿时长
14 weeks
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