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Worlds at Play
Nordicom Review Pub Date : 2020-03-13 , DOI: 10.2478/nor-2014-0115
Claus Toft-Nielsen

Abstract The relationship between the fantasy genre and the medium of computer games has always been a very tight-knit one. The present article explores the close connection between fantasy and computer games through different media, arguing that the fantasy genre's specific ‘mode of function’ is the ability to build complete fictional worlds, whereby it creates specific experiences for its users. Based on empirical data from focus group interviews with players of the most popular Western Massively Multiplayer Online Role-Playing Game (MMORPG) of all times, World of Warcraft, the article develops the concept of worldness as an experiential, phenomenological understanding of player experience. I discuss how this way of framing a core quality of the fantasy genre (of world-building) functions across single fictional universes and aims to grasp a specific fantasy experience of being in the world. This experience works on the level of genre, by anchoring the specific fantasy world in the larger, surrounding fantasy genre matrix.

中文翻译:

游戏世界

摘要幻想类型与计算机游戏媒介之间的关系一直是紧密联系的。本文探讨了幻想和计算机游戏通过不同媒体之间的紧密联系,认为幻想类型的特定“功能模式”是建立完整的虚构世界的能力,从而为用户创造了特定的体验。根据焦点小组采访有史以来最受欢迎的西方大型多人在线角色扮演游戏(MMORPG)的玩家的经验数据,《魔兽世界》将世界性概念发展为对玩家体验的体验,现象学理解。我将讨论这种构筑(世界构建)幻想类型核心质量的方法如何在单个虚构宇宙中发挥作用,并旨在掌握特定的存在于世界中的幻想体验。通过将特定的幻想世界锚定在周围较大的幻想类型矩阵中,这种体验可以在类型上发挥作用。
更新日期:2020-03-13
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