Narrative Production in the Virtual space

碩士 === 國立臺北藝術大學 === 藝術跨域研究所 === 105 === The essay investigates the narrative and logics constructed between online battle arena games (e.g. League of Legends) and its players through the artistic practice of the author, which could be divided into the process of heroification and and the imagination...

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Bibliographic Details
Main Authors: Ming-Yao Chnag, 張明曜
Other Authors: Chien-Hung Houng
Format: Others
Language:zh-TW
Published: 2017
Online Access:http://ndltd.ncl.edu.tw/handle/2u48ap
Description
Summary:碩士 === 國立臺北藝術大學 === 藝術跨域研究所 === 105 === The essay investigates the narrative and logics constructed between online battle arena games (e.g. League of Legends) and its players through the artistic practice of the author, which could be divided into the process of heroification and and the imagination of war by the juniors. Based on Hiroki Azuma''s idea of "netizen as database animals" in his work <The Animalization of Otaku Culture>, the research adopts this theoretical model to characterize how the database of heroes and the animalized form of consumption after the fade of grand narrative have contextualized the younger players to view online arena game as the apparatus creating narratives. The scope above also implies the author''s interest in exploring possibilities to produce narratives in virtual space in his practice. It''s an approach not just based on the anticipation to develop new medium for art, but more from the significance of videogame as a common cultural background, its potential to provide an alternative narrative than the established singular model, and the possible form it will be stated and presented.