[1]孙金燕.“游戏江湖”的虚拟快感:从“再中心化”到主体间性[J].江西师范大学学报(哲学社会科学版),2014,(04):74-77.
 SUN Jinyan.Suppositional Pleasure of Playing in the Virtual Worlds:From“Re - centralization”to Intersubjectivity[J].,2014,(04):74-77.
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“游戏江湖”的虚拟快感:从“再中心化”到主体间性()
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《江西师范大学学报》(哲学社会科学版)[ISSN:1006-6977/CN:61-1281/TN]

卷:
期数:
2014年04期
页码:
74-77
栏目:
出版日期:
2014-08-31

文章信息/Info

Title:
Suppositional Pleasure of Playing in the Virtual Worlds:From“Re - centralization”to Intersubjectivity
作者:
孙金燕;
云南民族大学 人文学院,云南 昆明,650500
Author(s):
SUN Jinyan
关键词:
角色扮演游戏再中心化主体间性
Keywords:
role - playing gamesre - centralizationintersubjectivity
分类号:
I01
文献标志码:
A
摘要:
游戏玩家通过"再中心化"及主体间性,于武侠角色扮演中获得虚拟的快感。在人与媒介的"内部互动"中,角色扮演为玩家提供人物"视点",使玩家从所处的现实世界,"再中心化"入由语词、形象和观念所构筑的属于所扮演角色的虚构世界"江湖"。与此同时,玩家沉浸于对另一主体的陌生体认,不断积累建构他我主体来理解"江湖",并将其当作"有生命"世界逐步体验与认同,进行从现实世界撤退、摒弃,以及对现实矛盾的想象性解决。
Abstract:
Game players get the virtual pleasure through“re - centralization”and intersubjectivity in Wuxia role - playing games. In the“internal interaction”between human being and the media,the role - playing provides characters’perspectives for players,where the player from the real world re- centralization into the fictional world“Jianghu”that is being constructed by the words,images and ideas. At the same time,the players immerse in another subject,accumulate unceasingly and con-struct the subjects to understand“Jianghu”,and gradually experience and recognize it as“living”world in order to solve reality conflicts in imagination.

参考文献/References:

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备注/Memo

备注/Memo:
云南省教育厅科研基金项目“武侠作为中国文化象征符号在东南亚国家的影响研究”(编号:2014Y267)
更新日期/Last Update: 1900-01-01