后现代视阈下的角色扮演
发布时间:2018-03-23 06:06
本文选题:角色扮演 切入点:后现代 出处:《西南大学》2011年硕士论文 论文类型:学位论文
【摘要】:角色扮演绝不是一种新兴的社会现象,而是在后现代的语境里涌现了新的表现形态——大型多人在线角色扮演类网络游戏和COSPLAY,本文主要研究这两种形态所具有的后现代特征和彰显的审美体验。论文从三个方面展开具体论述: 第一部分“角色扮演的后现代语境”,主要考察了角色扮演的技术背景和社会心理学根源。网络虚拟技术、大众媒介为角色扮演提供了硬件上的支持和保障。人类角色扮演的根源则在于“自我”确立之初的“他者”维度。 第二部分“角色扮演的后现代形态”,主要探讨后现代社会里两种形式的角色扮演:多重角色的网络游戏、形象至上的COSPLAY。揭示了日常生活中的自我扮演在后现代语境下的新转变,自我扮演的压抑和刻板促使更多的人沉迷于虚拟的扮演。以《魔兽世界》为例阐明了网络游戏里角色的创建、删改和扮演,并与戏剧舞台上的扮演做了对比。网游中一人可同时扮演多个角色,打破了角色扮演史上演员与角色必须一对一的固化模式。以扮演唯美、惊艳的动漫人物为目的的COSPLAY是视觉文化的产物,是对形象消费的追随,是对后现代社会里身体展示价值的追求。 第三部分“角色扮演的审美体验”,深入探究网络游戏和COSPLAY所带来的审美体验。以虚拟现实技术为依托的网络游戏充分调动各种感官而使玩家浸入其中,是一种沉浸体验。COSPLAY的初衷在于扮演理想的自我,玩家们过分追求外在形象上的“像”而忽略了动漫人物的精神内核,体验到的是一种深深的没入感。体验是身体的切切实实的体验。网游中的虚拟身体、COSPLAY中的形塑身体在突破身体具身性限制而拓展多种可能性的同时,也成了审美经验层次上的身体意象,同时构建了一个游牧的空间,进而体味到游牧式的生存。然而在后现代的视阈下,游牧体验只能是一个理想的乌托邦。
[Abstract]:Role-playing is by no means an emerging social phenomenon, But in the post-modern context, a new form of expression has emerged-the large-scale multiplayer online role-playing online games and COSPLAY. this paper mainly studies the post-modern characteristics and aesthetic experience of these two forms. This paper discusses the following aspects:. The first part, "postmodern context of role-playing", mainly examines the technical background of role-playing and the root of social psychology. Mass media provide hardware support and guarantee for role-playing, and the root of human role-playing lies in the dimension of "otherness" at the beginning of the establishment of "self". The second part, "the postmodern form of role-playing", mainly discusses two forms of role-playing in post-modern society: the multi-role online game. The image supremacy of COSPLAY. reveals the new transformation of self-play in daily life in the post-modern context. The repression and stereotype of self-play has led more people to indulge in virtual play. Taking World of Warcraft as an example, the creation, deletion and play of characters in online games are illustrated. In the online game, one person can play multiple roles at the same time, breaking the stereotype that actors and characters must be one-on-one in the history of role-playing. COSPLAY is the product of visual culture, the pursuit of image consumption and the pursuit of body display value in postmodern society. The third part, "the aesthetic experience of role-playing", deeply explores the aesthetic experience brought by online games and COSPLAY. Based on virtual reality technology, online games fully mobilize all kinds of senses and make players immerse in them. Is an immersive experience. Cosplay original intention is to play the ideal self, players too much to pursue the external image of "like" and ignored the spirit of animation characters core, Experience is a deep sense of lack. Experience is a real experience of the body. It has also become the body image on the level of aesthetic experience, and constructed a nomadic space at the same time, and then realized the nomadic existence. However, nomadic experience can only be an ideal utopia from the perspective of postmodernism.
【学位授予单位】:西南大学
【学位级别】:硕士
【学位授予年份】:2011
【分类号】:C912.6
【参考文献】
相关硕士学位论文 前2条
1 胡鸿;论网络游戏中的审美因素[D];江西师范大学;2007年
2 骆毅;青春的狂欢 身体的延伸[D];华中师范大学;2006年
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