This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno. Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture.
1 有用 莫名其妙物语 2021-08-12 18:18:49
Ludology, Space and Time 那一章还比较有意思,分析了游戏的form和玩家的操作是如何帮助玩家想象一种不同的时间和空间的,从而深入讨论玩家对于“时间”和“空间”的概念是如何发生的。但别的就就有点强行搭在一起的感觉(比如舞蹈那一章,请作者自己扪心自问一下是不是有点扯远了)。指出了很多过去的游戏研究理论的缺点(ludology narratology还有Bogost对于alleg... Ludology, Space and Time 那一章还比较有意思,分析了游戏的form和玩家的操作是如何帮助玩家想象一种不同的时间和空间的,从而深入讨论玩家对于“时间”和“空间”的概念是如何发生的。但别的就就有点强行搭在一起的感觉(比如舞蹈那一章,请作者自己扪心自问一下是不是有点扯远了)。指出了很多过去的游戏研究理论的缺点(ludology narratology还有Bogost对于allegory的分析),但指出完问题好像就结束了??以及套用本雅明套的也是有点强行,游戏机手柄怎么扯上dialectical image的,游戏主角的死亡怎么扯上悲苦剧主角的死的,不禁连连发出改本科生论文时常常出现的“这tm也行??”式惊叹…… (展开)
0 有用 171 2022-10-28 09:15:47 英国
对我个人而言意义独特