东欧游戏:生产、分销和消费

IF 0.3 0 FILM, RADIO, TELEVISION
Lars Kristensen
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引用次数: 0

摘要

这是《东欧电影研究》的第一期特刊,专门研究东欧地区的电脑游戏文化。这样做的原因是双重的。第一个与产业间的融合有关。电影和游戏产业的重叠越来越多,这意味着在生产和消费层面上将两者分开是无益的。这并不意味着电影变成了电脑游戏,或者游戏变成了电影——以一种媒体产品被转换成另一种跨媒体改编的形式。相反,这两个行业之间的关系更加动态;例如,电影制作借用了游戏制作的工具。在虚拟制作中,大型工作室在拍摄实景场景时使用电脑游戏引擎来渲染布景,这使得拍摄速度更快,更有效,以满足主要流媒体服务的需求。产业融合的另一个例子是,电脑游戏正在向沉浸式形式靠拢,头戴式显示器对于作品的最终体验至关重要,这通常不那么有趣,更倾向于体验设计和表演艺术,这是电影的基础。这种交叉说明了技术环境是如何在不同层面上促进故事叙述的。导致这种转向游戏的第二个原因是,电脑游戏的玩家群体庞大。随着越来越多的电影专业学生拥有游戏体验,我们学习屏幕媒体(包括社交媒体和电视)的方式需要解决“隔壁”媒体的问题,其中电脑游戏是一个重要的媒体。当前这一代大学生是在每天玩游戏中长大的,而且很可能会以某种形式继续这种活动。简而言之,当我们的学生在玩游戏和看电影的时候,对电脑游戏的发展一无所知是无益的。然而,这把焦点放在了一个有问题的问题上;也就是说,我们应该如何研究游戏,研究游戏和研究电影有什么不同?在这里强调这一点可能会让一些游戏学者感到震惊,他们认为游戏研究在21世纪初就已经有了这样的争论,Janet Murray和Esben Aarseth是主要的学者。有些读者可能会认为,游戏研究领域已经超越了这种讨论,形成了自己的学科——游戏研究。然而,游戏研究仍然是一个分裂的领域,这取决于我们看待游戏的角度,也取决于我们分析的是哪种游戏。现在仍然有许多学术部门“宣称”游戏是一个核心部门——计算机科学、社会学、语言学、教育、艺术和人文学科。区域研究也必须适应这一发展,我们希望通过本期特刊反映这一点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaming Eastern Europe: Production, Distribution and Consumption
This is the first special issue of Studies in Eastern European Cinema that addresses computer game culture within the region of Eastern Europe. The reasons for doing so are twofold. The first has to do with the idea of convergence between industries. The film and game industries are increasingly overlapping, meaning that separating the two on the levels of production and consumption is unproductive. This does not mean that films become computer games, or games become films – in the form of one media product being translated into another as transmedia adaptations. Instead, the relationship between the two industries is much more dynamic; for example, film production is borrowing tools from game production. In virtual production, large studios use computer game engines to render sets while shooting live action scenes, which make shooting faster and more effective to meet the demands of major streaming services. Another example of industry convergence is the fact that computer games are moving closer to immersive forms, where head-mounteddisplays are essential for the ultimate experience of a work, which is often less ludic and more geared toward experience design and performance arts, something that lies at the foundation of cinema. This cross-over illustrates how technological environments are converging to facilitate storytelling on a different level. The second issue that grounds this turn towards games is the fact that computer games are played by large audiences. As more and more film students emerge with gameplay experience in their toolkits, the way we study screen media, including social media and television, needs to address the media ‘next door’, of which the computer game is an important one. The current generation of university students has grown up playing games on a daily basis and are likely to continue this activity in some form. In short, it is unproductive to remain ignorant of developments in computer games while our students are playing games as well as watching films. However, this puts the spotlight on a problematic issue; namely, how we should study games and how is studying games different from studying cinema? Highlighting this here might get some game scholars out of their seats, arguing that game studies has already had this debate in the early 2000s, with Janet Murray and Esben Aarseth as the leading scholars. Some readers would argue that the field of game studies is already past this discussion, having formed its own discipline game studies. However, game studies are still a divided field dependent on which perspective we are looking at the game and indeed dependent on what kind of game is being analysed. It is still the case that many academic divisions ‘claim’ games as a core division – computer science, sociology, linguistics, education, and the arts and humanities. Regional studies, too, have to be attuned to this development, which is something that we hope to reflect through this special issue.
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来源期刊
Studies in Eastern European Cinema
Studies in Eastern European Cinema Arts and Humanities-Visual Arts and Performing Arts
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