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互动媒介论——电子游戏多重互动与叙事模式

Interactive Media: Studying Multiple Interactivity and Narrative Patterns of Digital Game

【作者】 关萍萍

【导师】 李杰;

【作者基本信息】 浙江大学 , 传播学, 2010, 博士

【摘要】 本研究选取电子游戏这一新媒介形态,对其信息传播、多重互动及叙事特征进行了深入分析,从传播学角度探寻电子游戏吸引巨量玩家的媒介特征,以期丰富传播学媒介理论,力图对新媒介生态环境下产生的新的传播学课题作出回应。本文综合运用访谈、观察、案例分析等方法并结合研究者的个人游戏体验,在厘清游戏、媒介及电子游戏等基本概念、描述电子游戏发展历程基础上,重点建构出电子游戏的以“玩家的践行”为中心的“游戏多重编解码信息模式”,这一模式突破了传统大众媒介的传者——受者的二元格局。本文通过典型电子游戏案例、玩家与游戏研发者的游戏报告与访谈分析,发现电子游戏呈现出三种互动共存的格局:玩家与计算机、玩家与游戏、玩家与玩家三种互动相互重叠交叉,构建了庞大的虚拟游戏社区和人际交互平台。以玩家与计算机的互动为基础,玩家既对游戏进行“使用与沉浸”,更对游戏内容进行“二度创作”;玩家对游戏世界的多向选择和能动介入,更多的表现在玩家在虚拟世界中建立了大量的不同类型与功能的游戏社区,与其他玩家进行深入和广泛的人际互动。电子游戏的多重互动直接催生了其迥异的叙事模式与意义生成机制,这是一种基于玩家的游戏选择之上的新型叙事模式。玩家在游戏世界中个性化设置游戏角色,以多重视角和重叠性的叙述身份游走在虚拟世界中,构建出非线性与共时叙事,较之其他媒介更加贴近现实世界的叙事模式。论文共分七章。第一章为导论,提出问题并简要介绍本论文的研究意义与方法;第二章对国内外的游戏与电子游戏研究文献进行综述;第三章对游戏、媒介和电子游戏进行概念界定,从词源角度论证电子游戏成为媒介的缘由;第四章通过历述电子游戏的发展历程,为后文分析电子游戏的媒介特征及其对传媒生态产生的影响奠定历史基础;第五、六、七章是本论文的重点章节,第五章深入分析以玩家为中心的“游戏多重编解码信息模式”;第六章对电子游戏的三种互动及其特征进行探讨;第七章分析了基于玩家的游戏选择的特殊游戏叙事与意义生成机制。结语部分总结全文,进一步归纳了电子游戏所具有的全新的媒介特征。

【Abstract】 Since the digital game can be viewed as a typical form of new media, this study analyses its communication model, multiple interactivity character and narrative patterns in order to figure out its media features which attracts massive players. The findings of this paper can enrich communication theory and media theory and tries to answer the new questions of communication theory under the new media environment.By using interviews, observation, case analysis in conjunction with the researchers’gaming experience, the paper clarifies the concepts of game, media and digital game, reviews the development of the digital game and constructs the game’s communication model:Game’s Multiple Encoding and Decoding Model, which shifts the traditional binary pattern between senders and receivers in the mass media. The main part of this model is the behavior of players with the coexistence of multiple encoding and decoding.Then through the study of typical case of digital games, game reports and interviews with players and game developers, the paper finds out the coexistence of three types of interactivity: player-to-computer, player-to-game, and player-to-player, which builds huge virtual game communities and interpersonal interaction platform. Based on the player-to-computer interactivity, the players not only "use and flow in" the games, but also put their own intelligence into the game’s content. The players’multiple choice and active involvement means that in the virtual world the players build a large number of game guilds of different types and functions and communicate with other players deeply and extensively. The multiple interactivity of the digital game spawns the game’s different narrative patterns and the mechanism of generating meaning, which is based on the players’own game-choice. In the game world, the players personalize the setting of the avatars and wander with the multiple viewing angles and overlapping narrative identity, the nonlinear-narrative and synchronic-narrative of that is closer to the narrative rules and patterns of the real world than other media.The dissertation is consisted of seven chapters. The first one introduces the topic, study significance and methods. The second chapter reviews the research literature of games and digital games at home and abroad. The third one defines the concept of game, media and digital game in order to demonstrate that the digital game can be treated as a new media from the etymological point of view. In the forth chapter, the paper provides a clear development history of digital game as the history basis of the study on the digital game’s media features and the impact on the media ecology. The fifth, sixth and seventh chapter are the key sections of the paper. The fifth one analyzes the game’s multiple encoding and decoding model. The sixth chapter analyzes the game’s three types of interactivity and its feature. The seventh one analyzes the difference of game narrative and the mechanism of generating meaning based on the players’own game-choice. The conclusion summarizes the paper and further generalizes the new media features of digital game.

  • 【网络出版投稿人】 浙江大学
  • 【网络出版年期】2010年 10期
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