电子游戏、艺术制作和数字纪念叙事

IF 0.1 0 ART
Lyrene Kühn-Botma
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引用次数: 1

摘要

摘要数字网站已经成为越来越受欢迎的地方,丧亲者选择在这里表达悲痛和纪念死者。丧亲者经常访问各种在线网站,包括社交媒体和视频游戏网站,这不仅是一种纪念行为,也是一种讲故事的方式,因为死者的某些形象仍在这些数字/虚拟领域中存在。考虑到这种积极的转向和回归虚拟环境来进行哀悼,并以数字方式讲述失去的故事——特别是在电子游戏中——我想知道这对艺术和图像制作有什么影响。朝圣是电子游戏叙事中一个重要且普遍使用的隐喻或比喻,尤其是在角色扮演游戏中。在这篇文章中,我推测,沉浸在电子游戏叙事中作为一种哀悼仪式,可以让个人通过经历电子游戏朝圣来体验更大的能动性。此外,我认为,与这些想象世界所提供的艺术作品的相关接触和互动可能会让人们更多地了解哀悼的“艺术”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video Games, Art-Making, and Digital Commemorative Narratives
Abstract Digital sites have become increasingly popular places where bereaved individuals choose to enact grief and memorialise the deceased. Various online sites, including social media and video gaming sites, are frequently revisited by bereaved individuals, not only as an act of remembrance but also as a way of storytelling, given that certain representations of the deceased continue to live on in these digital/virtual realms. Considering this active turning and returning to virtual environments to enact mourning and to digitally perform multilayered narratives of loss—specifically in video games—I ask what the implications are for art- and image-making. Pilgrimage is an important and popularly used metaphor or trope in video game narratives, especially in role-playing games. In this article I surmise that the experience of immersion into video game narratives as a ritual of mourning allows individuals to experience greater agency by undergoing a video game pilgrimage. Moreover, I argue that related engagements and interactions with works of art informed by such imaginary worlds may shed more light on the “art” of mourning in general.
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来源期刊
De Arte
De Arte ART-
CiteScore
0.20
自引率
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发文量
7
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