Research Object

吃豆人(Pac-Man)

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硕士论文2022

重思电子游戏的本体论:一种关系的视角

长久以来,电子游戏(video game)的本体论研究试图解决“电子游戏”是什么的难题, 但始终没有令人满意的答案。本文在对游戏本体论加以回顾的基础上, 针对游戏“既是过程, 也是对象” 这一问题,反对传统的用形式主义方法对电子游戏的本质加以要素化的抽象提炼,基于关系本体论的视角提出了一种可能的回答。 本文以 “玩家—电子游戏” 的关系为核心,使用不同的方法和理论, 结合各类具体的游戏案例,从这段关系的建立与结构、 运行与动态、状态和界限等三个内在层面展开分析, 并分别用 “Link”(连接/链接)、“Echo”(回声/反射)和“Zone”(范围/划界)加以概括和描述。 通过借助关系的视角对“文本”“系统”“界面”“互动”“能动性”等游戏研究中的重要主题进行贯通讨论, 本文将玩家游玩电子游戏的具体状态分为 “进入” 和 “逃逸” 两种, 并以一种立体的图景展示了其中蕴含的动力关系。总体而言,诠释 “玩家—电子游戏”这一关系的内涵,事实上就是在诠释“玩”(play)。 本文不旨在提出一个具体的规范性定义, 而是以描述性的方法,将电子游戏视作一种作为人工制品的电子游戏和玩家之间双向互动、动态生成的“关系”, 这个视角亦能超越电子游戏的物质性形态变化,为游戏研究和批评提供帮助。 关键词:电子游戏;本体论;关系;玩家;游戏北京大学硕士学位论文 II Revisiting the Ontology of Video Games: A Relational Perspective Yin Ruoyu Directed by Wang Lili Abstract For a long time, the ontological study of video games has attempted to solve the puzzle of what "video games" actually are, but failed to reach an solid answer. Based on a review of game ontology, we address the issue of games being both processes and objects, oppose the traditional formalist method of essentializing video games by abstracting and refining their elements, and propose a possible answer from the perspective of relational ontology. Centered around the relationship between the player and the video game, this paper uses various methods and theories, along with specific examples of video games, to analyze the establishment and structure, process and dynamics, state and boundaries of this relationship, which are summarized and described as "Link," "Echo," and "Zone." By discussing and associating important topics in video game studies such as "text," "system," "interface," "interaction," and "agency" from a relational perspective, we divide the specific state of players playing video games into "Enter" and "Escape" and presents a three-dimensional representation of the inherent dynamic r

#电子游戏#本体论#关系#玩家
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