عنوان مقاله :
بازي رايانهاي در مقام متن هنري؛ بررسي و تحليل وضعيت مواجهه با بازيهاي رايانهاي به مثابه آثار هنري
عنوان فرعي :
Computer Gameʹʹs Audience as the Audience of the Artistic Text; Analysis and Study of the Encounter Situation of Computer Games as Artistic Works
پديد آورندگان :
جاويد صباغيان، مقداد نويسنده دانشجوي دكتري پژوهش هنر، Javid Sabaghiyan, Meghdad , حسنايي، محمدرضا نويسنده استاديار دانشكده سينما – تياتر، Hosnayi, Mohammad Reza
اطلاعات موجودي :
دوفصلنامه سال 1391 شماره 46
كليدواژه :
بازي رايانهاي , تماشاگر , حيات ذهني و عملي , مخاطب , كاربر , هنر رسانهاي
چكيده فارسي :
اين مقاله به بررسي علمي بازيهاي رايانهاي و حضور اين بازيها در فضاي روزمره كنوني ميپردازد، و قصد دارد تا علاوه بر معرفي اين رسانه سمعي-بصري، پيامدها و اثرات ورود آن را به حيطه حيات ذهني و عملي مخاطب انساني تحليل كند. از طرف ديگر مقاله پيش رو، ريشهشناسي را در دستور كار خود قرار ميدهد، و ميكوشد از رهگذر بررسيهاي تاريخي فشرده در مقوله بازيها و علوم رايانه، دركي همهگستر را در اختيار خواننده قرار دهد. در اين مقاله از روششناسيهاي علوم اجتماعي، نظريه ادبي و نقد سينمايي سود جسته ايم؛ اين در حالي است كه تازگي موضوع، زبان و لحن متفاوتي را ايجاب ميكند، كه از تلفيق اين زبان و آن روششناسيها گفتمان رسانه جديد شكل ميگيرد. اما گزارهاي كه در حكم محصول نهايي مباحث پيشين است، مطالعه بازي رايانهاي در مقام هنر رسانهاي، با عطف توجه به تقابل و تمايز هنر بازنما و هنر شبيهساز است. آنچه در اينجا كوشيدهايم با اتكا به مباحثي از قبيل "مجذوب شدن" و تحليل دقيق تمايزها و شباهتهاي دو مفهوم "تماشاگر" و "كاربر"، به آن دست يابيم بررسي مساله "عامليت مخاطب" در بازيهاي رايانهاي و ارايه راهبردهاي نظري در اين خصوص است، كه ممكن است به باز شدن گرههاي نظري اين موضوع و نيز شناسايي موقعيت حقيقي مخاطب در مواجهه با اين بازيها ياري رساند.
چكيده لاتين :
This paper investigates computer games
and their presences in the current routines.
It introduces this audio-visual medium itself, its
outcomes and the effects of its appearance into the
domain of our mental life. Moreover, it presents a
comprehensive historical analysis in the matters of
Games and Computer Sciences. Its methodology is
contained by social sciences methodology, literary
theory, and film critiques, but as the subject matter
is an absolutely new one, a new-media discourse
would be emerged by merging the named
methodologies and a new jargon. The authors
assumed that computer games are in the “art
family” since a work which can seduce its human
audiences and even gives them a virtual life; then
the work could be called an “art”, conceptually. By
the way, considering computer game as a media
art, with regard to the distinction of representational
and simulational art is in the outlines of this paper.
In expressing the necessity of the research it is
noticeable that according to the world marketing
databases, the portion of trading computer games
is equal to the great market of movie productions.
Besides, as there are some great multinational
corporations which are engaged in providing
and disseminating of productions of computer
games, the increasing importance of computer
games, and their potentiality in absorption of
audiences is obvious. These newfound positions
of computer games make an academic necessity
to conduct research on their aspects. Based on
the “immersion” concept, the authors of this paper
find the distinctions and similarities of two relative
concepts, “the Viewer” and “the User”. They
scrutinize the problematic of “the Agency of the
audience” in Computer Games and present some
theoretical strategies to illustrate new perspectives
in order to facilitate the understanding of the
true situation of the audience in confrontations
with computer games.The discourse which this
paper comes from, relates to a new academic
discipline that its most important specificity is
interdisciplinarity. The research area of new media
studies has rooted in social sciences, fundamental
sciences and engineering, philosophy and theory
of art; and this conceptual and methodological
richness, aside its newness, provoke deep lingual
and thematic complications. While pioneers of new
media studies assume the classic media studies
as only the prerequisite for the multidimensional
and difficult discussions of the discipline, but the
other problem lies in the translational quality of this
work. Present article in fact is a translation of the
discourse of computer game studies, and at best,
it can introduce a new academic discipline, with
election of some scholars’ ideas. With regard to
mentioned achievements, now it’s obvious that the
audience of Computer Games stands far from the
position of the classic viewer. But this new user/
audience position has many more possibilities
to research about. According to theories that are
cited in this article, we can recognize this position
in the contrary of the Agentship situation, or we
think about it as the perfect embodiment of the
Agentship concept. However current article,
while proposes these two theoretical orientations,
remains neutral about the subject.
عنوان نشريه :
هنرهاي زيبا- هنرهاي نمايشي و موسيقي
عنوان نشريه :
هنرهاي زيبا- هنرهاي نمايشي و موسيقي
اطلاعات موجودي :
دوفصلنامه با شماره پیاپی 46 سال 1391
كلمات كليدي :
#تست#آزمون###امتحان