{"title":"超越互动性和沉浸感。虚拟现实和视频游戏的动态重新概念化","authors":"Enzo D'Armenio","doi":"10.1016/j.techum.2022.04.003","DOIUrl":null,"url":null,"abstract":"<div><p>In this paper, we aim to propose a theory for understanding and analyzing the experience of meaning in video games and virtual reality. By focusing on the viewer's movements on the interface and their transformation into movements within virtual worlds, we will attempt to overcome assumptions based on the concepts of interaction and immersion that are at the core of academic thinking. It is not clear what distinguishes the interaction of digital media from the interpretive interaction of traditional media. Similarly, the concept of immersion risks generating confusion between sensory involvement and emotional and narrative involvement. For this reason, we will understand video games and VR as movement-images: experiences that build their meaning and storytelling according to two interrelated sets of qualities. On the one hand, there are the visual qualities that are widely studied in semiotics and in art history, while on the other hand, there are the kinetic qualities, those concerning movement. By postulating the existence of kinetic diagrams, i.e. relations between movements on the interface and virtual movements, we will identify the way in which video games and virtual reality build emerging narratives, combining visual worlds with figurative, abstract or thematic movements. Some examples of virtual experiences — including the cases of <em>Tetris, Half-Life: Alyx</em>, and <em>Carne y Arena</em> — will allow us to show how kinetic syntax and visual syntax are respectively articulated in video games and virtual reality.</p></div>","PeriodicalId":100956,"journal":{"name":"New Techno-Humanities","volume":"2 2","pages":"Pages 121-129"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2664329422000097/pdfft?md5=483e27977cb71d7c295339dd2f0d083e&pid=1-s2.0-S2664329422000097-main.pdf","citationCount":"1","resultStr":"{\"title\":\"Beyond interactivity and immersion. A kinetic reconceptualization for virtual reality and video games\",\"authors\":\"Enzo D'Armenio\",\"doi\":\"10.1016/j.techum.2022.04.003\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>In this paper, we aim to propose a theory for understanding and analyzing the experience of meaning in video games and virtual reality. By focusing on the viewer's movements on the interface and their transformation into movements within virtual worlds, we will attempt to overcome assumptions based on the concepts of interaction and immersion that are at the core of academic thinking. It is not clear what distinguishes the interaction of digital media from the interpretive interaction of traditional media. Similarly, the concept of immersion risks generating confusion between sensory involvement and emotional and narrative involvement. For this reason, we will understand video games and VR as movement-images: experiences that build their meaning and storytelling according to two interrelated sets of qualities. On the one hand, there are the visual qualities that are widely studied in semiotics and in art history, while on the other hand, there are the kinetic qualities, those concerning movement. By postulating the existence of kinetic diagrams, i.e. relations between movements on the interface and virtual movements, we will identify the way in which video games and virtual reality build emerging narratives, combining visual worlds with figurative, abstract or thematic movements. Some examples of virtual experiences — including the cases of <em>Tetris, Half-Life: Alyx</em>, and <em>Carne y Arena</em> — will allow us to show how kinetic syntax and visual syntax are respectively articulated in video games and virtual reality.</p></div>\",\"PeriodicalId\":100956,\"journal\":{\"name\":\"New Techno-Humanities\",\"volume\":\"2 2\",\"pages\":\"Pages 121-129\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.sciencedirect.com/science/article/pii/S2664329422000097/pdfft?md5=483e27977cb71d7c295339dd2f0d083e&pid=1-s2.0-S2664329422000097-main.pdf\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"New Techno-Humanities\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2664329422000097\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"New Techno-Humanities","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2664329422000097","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
在本文中,我们旨在提出一个理论来理解和分析电子游戏和虚拟现实中的意义体验。通过关注观众在界面上的动作以及他们在虚拟世界中的动作转换,我们将试图克服基于互动和沉浸概念的假设,这些概念是学术思维的核心。数字媒体的互动与传统媒体的解释性互动的区别尚不清楚。同样地,沉浸的概念可能会混淆感官参与与情感和叙事参与。出于这个原因,我们将把电子游戏和VR理解为运动图像:根据两组相互关联的品质构建其意义和故事的体验。一方面,有在符号学和艺术史中被广泛研究的视觉品质,而另一方面,有与运动有关的动态品质。通过假设动力学图的存在,即界面上的运动和虚拟运动之间的关系,我们将确定电子游戏和虚拟现实如何构建新兴叙事,将视觉世界与具象、抽象或主题运动相结合。一些虚拟体验的例子——包括《俄罗斯方块》、《半条命:Alyx》和《Carne y Arena》——将让我们了解动态语法和视觉语法分别是如何在电子游戏和虚拟现实中表达出来的。
Beyond interactivity and immersion. A kinetic reconceptualization for virtual reality and video games
In this paper, we aim to propose a theory for understanding and analyzing the experience of meaning in video games and virtual reality. By focusing on the viewer's movements on the interface and their transformation into movements within virtual worlds, we will attempt to overcome assumptions based on the concepts of interaction and immersion that are at the core of academic thinking. It is not clear what distinguishes the interaction of digital media from the interpretive interaction of traditional media. Similarly, the concept of immersion risks generating confusion between sensory involvement and emotional and narrative involvement. For this reason, we will understand video games and VR as movement-images: experiences that build their meaning and storytelling according to two interrelated sets of qualities. On the one hand, there are the visual qualities that are widely studied in semiotics and in art history, while on the other hand, there are the kinetic qualities, those concerning movement. By postulating the existence of kinetic diagrams, i.e. relations between movements on the interface and virtual movements, we will identify the way in which video games and virtual reality build emerging narratives, combining visual worlds with figurative, abstract or thematic movements. Some examples of virtual experiences — including the cases of Tetris, Half-Life: Alyx, and Carne y Arena — will allow us to show how kinetic syntax and visual syntax are respectively articulated in video games and virtual reality.