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Computational and spatially-organised narrativity

机译:计算和空间组织的叙述

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摘要

In the first quarter of the 21st century, there is no sign of conventional linear storytelling disappearing or losing its expressive power; but at the same time, new genres of non-linear games, television, music, drama and cinema, supported by the computer, have become a reality—rather than a theoretical possibility. On the one hand, these rely on the heritage of conventional storytelling genres; on the other, they draw on—and sometimes generate—new, contemporary, interactive-media technologies and approaches. In these emerging art-forms, developed in what Murray terms a 'process-centred medium' (Murray 1997, p.182), linear narrative thinking is expanded to include—or inhabit—the space of narrative potentials.
机译:在21世纪的第一季度,没有任何迹象表明传统的线性故事会消失或丧失其表达力;但是同时,在计算机的支持下,非线性游戏,电视,音乐,戏剧和电影的新类型已经成为现实,而不是理论上的可能性。一方面,这些依赖传统叙事类型的传承。另一方面,他们借鉴并有时产生新的,现代的,交互式媒体技术和方法。在这些新兴的艺术形式中,以默里所说的“以过程为中心的媒介”发展起来(默里,1997,第182页),线性叙事思维被扩展为包括(或居住)于叙事潜力的空间。

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