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谜题电影的游戏沉浸体验与“想象力消费” 被引量:5

Game Immersion Experience and“Imagination Consumption”of Puzzle Films
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摘要 谜题电影自20世纪80年代末90年代初兴起后,在电子游戏、音乐MV、漫画等新媒介的影响下,呈现出非线性、碎片化的叙事特征,给观众带来了一种解决谜题的智性快感以及想象力主动参与的游戏沉浸体验。这种心智游戏体验是数字媒介时代“想象力消费”的重要体现,观众在观看谜题电影时,空间想象力发挥了重要的数字空间导航作用,并且在解码“何为文本现实世界”的谜题之中不断进行世界“虚构的再中心化”想象,从而产生空间沉浸体验。与此同时,观众的“分裂主体”通过想象,既沉浸于文本世界,又与其保持着审美距离,反映出当下电影接受在观赏心理以及体验维度呼唤想象力参与的美学特征。 Since the rise of puzzle films in the late 1980s and early 1990s,under the influence of new media such as video games,music MVs,and comics,they have presented non-linear and fragmented narrative features.Puzzle films bring audiences an intellectual thrill of solving puzzles and an immersive gaming experience in which the imagination actively participates.This mental game experience is an important embodiment of“imagination consumption”in the digital media era.When the audience is watching the puzzle film,the spatial imagination plays an important role in digital space navigation.In the decoding of the puzzle of“what is the real world of text”,the“fictional re-centering”imagination of the world is constantly carried out,thus resulting in a spatial immersion experience.At the same time,through imagination,the audience’s“split subject”is immersed in the text world while maintaining an aesthetic distance from it,reflecting the aesthetic characteristics of the current movie acceptance that calls for the participation of imagination in the viewing psychology and experience dimension.
作者 张立娜 ZHANG Lina
出处 《上海师范大学学报(哲学社会科学版)》 CSSCI 北大核心 2022年第2期129-137,共9页 Journal of Shanghai Normal University(Philosophy & Social Sciences Edition)
基金 国家社会科学基金艺术学重大项目招标课题“影视剧与游戏融合发展及审美趋势研究”(18ZD13)阶段性成果
关键词 谜题电影 想象力 想象力消费 游戏沉浸体验 puzzle film imagination imagination consumption game immersion experience
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