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阅读(过程)
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认识论
美学
认知科学
心理学
社会学
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艺术
语言学
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神经科学
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标识
DOI:10.3366/ircl.2022.0471
摘要
This article argues that videogames may be considered part of the fluid cross-media landscape of children’s literature and that they require a particular sort of active reader, namely a player. Departing from the concept of cybertext and using the physics-based puzzle game Unravel (Coldwood Interactive) as a main example, the article draws on theoretical discussions from game studies (Aarseth; Jenkins; Jørgensen; Schell; Sicart; Tronstad; Zimmermann; Yee) and on Louise Rosenblatt’s distinction between efferent and aesthetic reading to discuss what kinds of player engagement may constitute aesthetic and efferent gaming.
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