Cybertext

Cybertext

Aarseth, Espen J.

出版时间

1997-07-31

文件格式

PDF

文件大小

70.89MB

评分

★★★★★
内容简介

Can computer games be great literature? Do the rapidly evolving and culturally expanding genres of digital literature mean that the narrative mode of discourse-novels, films, television series-is losing its dominant position in our culture? Is it necessary to define a new aesthetics of cyborg textuality? In Cybertext, Espen Aarseth explores the aesthetics and textual dynamics of digital literature and its diverse genres, including hypertext fiction, computer games, computer-generated poetry and prose, and collaborative Internet texts such as MUDs. Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of "ergodic" literature-a term borrowed from physics to describe open, dynamic texts such as the I Ching or Apollinaire's calligrams, with which the reader must perform specific actions to generate a literary sequence. Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.

Espen J. Aarseth is associate professor in the Department of Humanistic Informatics, University of Bergen, Norway.

用户评论
赛博文本跟控制论同源,必然牵涉文论的经典问题,作者、文本、读者的关系。读者成为了用户,文本成为了超文本,作者成为了,现代主义文学不同之处在于,赛博文本的实验空间不局限于叙述者,而在于读者到用户的断层,因而贝克特和卡尔维诺算不得赛博文本。内容涵盖了纸质文本(《易经》、阿波利奈尔、B.S.约翰逊)与电子文本(迈克尔·乔伊斯《午后》)。诸多亮点,从量化文本的方法到“用户”的政治与意识形态都算是奠基性的贡献吧?
4.5 硬核基础,关于intrigue 的论述可参考论文Narration,Intrigue, and Reader Positioning in Electronic Narratives的进一步阐释阅读。
全都是topology
遍历概念可以构成对线性的有力挑战,从而再发现空间与世界
作业用
Magnificent!
这位更是重量级,游戏研究必读书目。提出了“遍历文学”“赛博文本”等概念,许多见解到今日对游戏和叙事研究还相当有启发性。 前三章是理论阐释,值得细读。 四到七章是对新“文类”的分析,其中可见真知灼见,但是分析的对象有些过时。其中超文本和赛博格作者/机器生成文本比较有意思,很多东西可以移用至今。文字冒险游戏已经死绝了,很多分析都建立在过时的技术和设计上,参考价值较低。分析MUD感觉不是很有必要,不如直接讲TRPG。 第八章讲了讲互动文本中读者-作者的复杂问题,涉及了很多意识形态的分析,文本层面的比较少,都在前面的章节里了。 最后一章总结,认为这些术语与理论都是过度性质的,大家姑且看之用之,不行就换。 亚瑟斯的一些概念在考马斯基已有中译的《数字文本》一书中有进一步讨论,可以一看。
第一本英文书籍,赛博文本作为一种视角去讨论超文本的遍历性,情境等概念对于发展文学理论,拓宽文学研究的边界有很大帮助(对我的论文有很大帮助)
手机扫码访问
下载地址
我要反馈