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  • 學位論文

虛擬空間的敘事生產

Narrative Production in the Virtual space

指導教授 : 黃建宏

摘要


本文以自身創作作為經驗,研究網路遊戲世代於《英雄聯盟》此類對抗遊戲中,所聯繫的敘事狀態與邏輯。並從創作中深入分離出兩個部分,其一為英雄化,其二為年輕世代對戰爭的想像。主要論述參考東浩紀《動物化的後現代》一文中所提出的「資料庫動物」概念,並使用該模型描述英雄資料庫與大敘事凋零之後的動物性消費如何在電玩中聯繫年輕社群,並將其視作一個敘事生產的機械。同時,這亦是筆者所關心的創作方向--在虛擬空間中的敘事生產於藝術中有何可能性。此觀點並不僅止於奠基於對新媒體的憧憬上,更多來自於電玩作為世代文化經驗重要一部分,是否能提供與過往藝術敘事中「唯一敘事」以外的敘事屬性。若有可能,那它於當代藝術中又能以何種方式論述、呈現。

關鍵字

網路遊戲 英雄 敘事生產 英雄聯盟 DOTA 梗敘事 資料庫

並列摘要


The essay investigates the narrative and logics constructed between online battle arena games (e.g. League of Legends) and its players through the artistic practice of the author, which could be divided into the process of heroification and and the imagination of war by the juniors. Based on Hiroki Azuma's idea of "netizen as database animals" in his work , the research adopts this theoretical model to characterize how the database of heroes and the animalized form of consumption after the fade of grand narrative have contextualized the younger players to view online arena game as the apparatus creating narratives. The scope above also implies the author's interest in exploring possibilities to produce narratives in virtual space in his practice. It's an approach not just based on the anticipation to develop new medium for art, but more from the significance of videogame as a common cultural background, its potential to provide an alternative narrative than the established singular model, and the possible form it will be stated and presented.

參考文獻


期刊論文與書籍
1.東浩紀著,禇炫初譯,《動物化的後現代》,台北:大藝出版社,2012。
2. Slavoj Žižek著,王文姿譯,《歡迎光臨真實荒漠》,台北:麥田出版社,2006。
5.賴俊逸,《遊戲模組創作者之創意分析與動機探討》,高雄:國立中山大學資訊管理學系,2011。
6 黃啟峰,《戰爭•存在•世代精神:台灣現代主義小說的境遇書寫研究》,台北:秀威資訊出版,2016。

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