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  • 标题:The Birth of Heteroludoglossia from the Dissonant Languages of Videogames
  • 其他标题:The Birth of Heteroludoglossia from the Dissonant Languages of Videogames
  • 本地全文:下载
  • 作者:T. Majkowski ; Jagiellonian University, Krakow, Poland
  • 期刊名称:Социология власти
  • 印刷版ISSN:2074-0492
  • 电子版ISSN:2413-144X
  • 出版年度:2020
  • 卷号:32
  • 期号:3
  • 页码:74-90
  • DOI:10.22394/2074-0492-2020-3-74-90
  • 出版社:Russian Presidential Academy of National Economy and Public Administration. RANEPA
  • 摘要:This paper employs Mikhail Bakhtin’s concept of heteroglossia as a frame­work to interpret internal tensions within contemporary digital games. To that end, I propose to acknowledge the multimodal character of entertain­ment software, with audial, visual, haptic, spatiotemporal and systemic elements of a game in constant interaction. But to properly understand said tensions — frequently dubbed “dissonance” in game criticism — it is im­portant to acknowledge the complex multimodal structure of games that attempt to utilize culturally-rooted ways to describe the world, sometimes trying to combine several such ways at once. As a result, ‚game-languages‘ are born: ways to utilize all game components to cover the specificity of certain narrative genres, to explain the nature of the world in terms con­sistent with its ideological stance. Quite often, one game combines several game-languages, and their mutually exclusive ideologies are a source of tension and dissonance. To illustrate the issue, I describe how three pri­mary game-languages of Uncharted 3 — the language of Adventure, the language of Heroics, and the language of the Traditional Game — compete to describe an armed conflict to the player.
  • 其他摘要:This paper employs Mikhail Bakhtin’s concept of heteroglossia as a framework to interpret internal tensions within contemporary digital games. To that end, I propose to acknowledge the multimodal character of entertainment software, with audial, visual, haptic, spatiotemporal and systemic elements of a game in constant interaction. But to properly understand said tensions — frequently dubbed “dissonance” in game criticism — it is important to acknowledge the complex multimodal structure of games that attempt to utilize culturally-rooted ways to describe the world, sometimes trying to combine several such ways at once. As a result, ‚game-languages‘ are born: ways to utilize all game components to cover the specificity of certain narrative genres, to explain the nature of the world in terms consistent with its ideological stance. Quite often, one game combines several game-languages, and their mutually exclusive ideologies are a source of tension and dissonance. To illustrate the issue, I describe how three primary game-languages of Uncharted 3 — the language of Adventure, the language of Heroics, and the language of the Traditional Game — compete to describe an armed conflict to the player.
  • 关键词:literary theory;game studies;dialogism;heteroglossia;Uncharted
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