Gameworld Interfaces as Make-Believe

Gameworld Interfaces as Make-Believe
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游戏世界界面是虚构的

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发表时间:
2016
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通讯作者:
Kristine Jørgensen
Kristine Jørgensen
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文献类型:
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作者:
Kristine Jørgensen

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虚构是我们与生活的许多方面接触的重要组成部分,通常被视为我们与代表性媒体接触的核心。在玩电子游戏时,玩家必须理解一系列信息,游戏世界包括一系列指向游戏系统或游戏虚构方面的标志。健康计、经验条和符号在世界各地漂浮,加上一个可识别的环境,以具有意图和动机的拟人化居民为特征,这似乎是矛盾的,但玩家倾向于接受这种矛盾而不会有任何困惑。Kendall Walton的《Mimesis as Make Believe》。在具象艺术的基础上。哈佛大学出版社,剑桥,马萨诸塞州,1990年)的虚构理论,其中几乎任何东西都有可能成为道具的想象过程中,本章的目的是扩大理解虚构的探索如何使用时,玩家与游戏世界。
Make-believe is an important part of our engagement with many aspects of our lives and is often seen as central to our engagement with representational media. When playing video games, players must make sense of a range of information, and gameworlds include a selection of signs that either point to the game system, or to the fictional aspects of the game. The combination of health meters, experience bars, and symbols floating around in the world, with a recognizable environment featuring anthropomorphic inhabitants with intentions and motivations may appear paradoxical, but players tend to accept this contradiction without any confusion. With reference to Kendall Walton’s (Mimesis as make-believe. On the foundations of the representational arts. Harvard University Press, Cambridge, MA, 1990) theory of make-believe where virtually anything has the potential of being props in the imaginative process, the aim of this chapter is to expand the understanding of make-believe by exploring how it is employed when players interact with gameworlds.