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From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games
Arts ( IF 0.3 ) Pub Date : 2021-06-25 , DOI: 10.3390/arts10030042
Kumiko Saito

Video games are powerful narrative media that continue to evolve. Romance games in Japan, which began as text-based adventure games and are today known as bishōjo games and otome games, form a powerful textual corpus for literary and media studies. They adopt conventional literary narrative strategies and explore new narrative forms formulated by an interface with computer-generated texts and audiovisual fetishism, thereby challenging the assumptions about the modern textual values of storytelling. The article first examines differences between visual novels that feature female characters for a male audience and romance adventure games that feature male characters for a female audience. Through the comparison, the article investigates how notions of romantic love and relationship have transformed from the modern identity politics based on freedom and the autonomous self to the decentered model of mediation and interaction in the contemporary era.

中文翻译:

从小说到电子游戏:日本视觉小说和浪漫冒险游戏中的浪漫爱情和叙事形式

电子游戏是强大的叙事媒体,并且不断发展。日本的爱情游戏最初是基于文本的冒险游戏,如今被称为美少女游戏和乙女游戏,形成了强大的文学和媒体研究文本语料库。他们采用传统的文学叙事策略,探索通过与计算机生成的文本和视听拜物教的接口制定的新叙事形式,从而挑战关于讲故事的现代文本价值的假设。这篇文章首先考察了面向男性观众的女性角色的视觉小说与面向女性观众的男性角色的浪漫冒险游戏之间的差异。通过对比,
更新日期:2021-06-25
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