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视觉文化视野中的视频游戏研究

Video Games Study in Visual Culture

【作者】 李然

【导师】 王志敏;

【作者基本信息】 华东师范大学 , 文学与传媒, 2013, 博士

【摘要】 传统的可视媒介与可听媒介因为媒介属性的根本性差异,造成了两者在传播特征上的根本性不同。具体表现在,传统的可视媒介(文字、图像)可以呈现信息,却难以实现即时的交互;而可听媒介(语言、声音)传播的信息虽然转瞬即逝,却不存在实时交互的障碍。由于计算机数字技术和网络技术的出现和发展,以人机、人际交互为核心的视频游戏的出现,使得可视与可听媒介共同实现交互成为可能。这一发展,是人类媒介发展史上的重要进步。作为交互媒介,视频游戏在当前的商业与文化领域已经占据了相当重要的地位。特别是,从媒介表现方式上看,视频游戏与已经得到迅猛发展的影视媒介一样,依赖着画面和音响的共同作用来传递信息,共享着相同的视觉与听觉媒介平台。这里面蕴藏着视听媒介的交互性传播的巨大可能。因为,交互是游戏的本质属性,而视听媒介,是完成交互的前提条件。视频游戏的发展,既要求又促进了两者的共同发展。这种要求推动之力是如此强烈,势不可挡本文认为,在视觉文化研究的视野中,从视频游戏的视觉性问题入手,研究其内在机制、美学特点和文化影响等问题,有助于我们理解游戏媒介的发展对人类媒介演进,乃至文明发展进程的重要意义。序论部分,首现阐释当代视觉文化兴起的背景。视觉文化研究,既包含了对相对语言文化的整体视觉文化系统的研究,同时也关注一切与“看”有关的具体现象的“视觉性”的研究。本文正是从视频游戏媒介的视觉性问题出发,综合电影学、文化研究、游戏研究等理论资源,结合视频游戏媒介的概念、发展、内涵机制和文化影响,来界定此次研究的主要话题。第一章,视频游戏媒介研究。聚焦于视频游戏的概念、发展和分类。我们将探讨人类的游戏现象,梳理前人对于游戏的认识。游戏既是具有复杂意义的文化行为,同时也是具有特定内在规律的系统文本。而视频游戏,正是对传统的游戏行为的视觉媒介化。视频游戏是可以使游戏者在由图形、声音营造的虚拟环境中,进行人机,或人际交互娱乐的软件系统。通过梳理视频游戏的发展历史,我们了解了这一媒介如何从简陋的光点逐渐发展成恢宏磅礴的虚拟世界。进而,通过对视频游戏的分类,为后文的具体研究明确对象,打下基础。第二章,视频游戏审美研究。致力于从视觉性的角度,以电影媒介为参照,探讨视频游戏的媒介特质。视频游戏所呈现出来“观行合一”的视像之流,为我们呈现出一个与现实空间似乎并无差异的虚拟空间。此时,二维的屏幕不再是巴赞意义上的窗,而是一扇通往另一个世界的门。穿过这扇门,我们进入了一个拟像的世界。在这个世界里,我们的肉眼看到的一切,都不再要求现实的所指,而是按照我们的欲望和想象建构起来的海市蜃楼。交互媒介所创造出的这个虚拟空间,有力地隔断了我们与现实的联系,这样一种沉浸的状态,是交互媒介所特有的感知体验。然而,通过分析游戏中的身份建构机制,及其对现实的自我的影响,我们将发现,虚拟空间的沉浸体验带给我们的不止是兴奋与快感,还有主体的迷失,与对现实的自我的疏离。第三章,视频游戏文化研究。本章主要针对视频游戏的文化影响和媒介融合,讨论三个方面的内容:一,对比电影中的暴力美学,来分析游戏中的暴力实践,与其带来的快感;二,针对游戏中随处可见的色情意味浓重的女性形象,借助劳拉·穆尔维关于视觉快感与叙事电影的理论,阐释视频游戏中与电影相同的窥淫机制,但更重要的是,因为游戏媒介的特殊性,视频游戏中这些性感的女性形象,有着别样的含义;第三,则是分析互联网上广泛传播的以游戏引擎为制作工具的影像生产,这种引擎电影的生产和传播,是媒介融合时代的又一次个人电影运动。总之,视频游戏将发展起一种以交互式体验为核心,以视听感知为基础的全新视听媒介交互平台。在这一平台之上,参与者沉浸于以快感体验为目的的虚拟空间;这个超越于现实的虚拟世界,为我们带来的,不仅仅是主体在虚拟世界中的离散和异化。曾经,语言、文字只能将人们可见的和可想的信息以抽象符号的形式进行交互传播,而今后,交互性视听媒介将很有可能使得人与人之间的信息传播以见和想本身的形式来完成。这一进程对于人类文明的新发展,可以说具有某种巨大的、虽然可能艰巨但却是革命性的意义,超出我们的想象。

【Abstract】 Traditional visual media and audio media are totally different in terms of their communication features due to their distinct media attributes. To be more specific, traditional visual media, including words and images, can facilitate information transfer but not simultaneous interaction. In contrary, audio media (language, sound) can facilitate simultaneous interaction but the information it presents can’t last long. Thanks to the development of computer digital technology and web technology, the invention of videogame that is featured by man-machine interaction and interpersonal interaction make interaction both by visual and audio media possible. This progress is of essential importance in the human media developmentVideogame, as the representative of interactive media, has played an important role in current business and culture field. Especially in terms of media communication method, videogame as well as the fast-growing video media relies on the interaction between image and sound to convey their messages, thus sharing the same audio and visual media platform. This means huge possibility for the interactive communication of audio and video media, because interaction is the attribute of game and the audio and video media is the premise of interaction. The development of videogame depends on the joint development of both audio and video media, and the trend seems powerful and inevitable.In this dissertation, the author believes that we should start from the visuality problem of videogame in the field of visual cultural study, to explore the visual mechanism, aesthetic features and cultural influences, with an aim to facilitate our understanding of the significance of the development of game media on the evolution of human media and the civilization.The introduction elaborates the background of the emergence of contemporary visual culture. The visual cultural study includes both the study of the whole visual cultural system as compared to the language and culture, and the visuality study focusing on detailed phenomenon connected with our vision. The dissertation will have its main topic defined by starting from the visuality problem of videogame media and combining theoretical sources such as film studies, cultural studies and game studies as well as the concept, development, internal mechanism and cultural impact of videogame media.The first chapter is about videogame media study. It is focused on the concept, development and categorization of videogame. This chapter will explore the reason of people playing games and their understandings of game. Game itself is a complicated and meaningful cultural behavior with specific inner rules. videogame is a form of visual media for the traditional game behavior. The dissertation states that videogame is a software system that can enable game players to achieve man-machine interaction or interpersonal interaction by creating virtual video and audio environment. After knowing the development history of videogame, we can figure out how the videogame media has grown from a dime light into the magnificent virtual world. And moreover, it will lay a solid foundation for the specific research goals in the following chapters by categorizing different types of videogames.The second chapter focuses on the aesthetic study of videogame. It discusses the media features of videogame from the perspective of visuality as compared with film media. The visual flow combing video and action by videogame has presented us a virtual space that seems nearly the same as the real world. At this time, the two-dimensional screen is not what Andre Bazin called a window, but the gate to another world, through which we can enter a virtual world. In this new world, we see things that don’t necessarily have reality relevance and we can see the virtual images created by our desires and imagination. The virtual space created by interaction media can separate us from the connection with reality more powerful than that of any previous media. This state of immersion brings us the unique experience of interactive media. However, by analyzing the identity construction mechanism and the influence I has on the self in reality, we will find that the immersion experience in the virtual space brings us more than excitement, but also our lost of self identity and separation from the self in reality.The third chapter is about the cultural study of videogame. The chapter is intended to discuss three topics on the cultural influence and media convergence of videogame. Firstly, on the rise of many campus violence incidences connected with game, we will analyze the violence practice in the game and the pleasure it brings as compared with violence aesthetics in the films. Secondly, as female images with sensual indication are omnipresent in videogame, we will use Laura Mulvey’s theory of visual pleasure and narrative cinema to elaborate the similar voyeurism in both the film and videogame. But more importantly, the special feature of game media means that the female images in the game have other connotations. Thirdly, as far as the image production wildly spread online based on game engine is concerned, the dissertation believes that the production and spread of Machinima is a new wave in the personal film movementTo sum up, the videogame provides us with an interactive experience and a platform of video and audio media interaction. On this platform, the video flow combining video and action creates virtual space that caters to the immersion needs and visual pleasure of the participant. This surreal virtual world brings us not only a brand-new media experience, but also the separation and alienation of self in the virtual world. Once in a while, language and words can only spread and interact in a visible and imaginable manner. However, the virtual video technology has realized the interactive communication of message. This progress has revolutionary significance in the development of human civilization.

  • 【分类号】G899
  • 【被引频次】1
  • 【下载频次】715
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