书籍 Cybertext的封面

Cybertext

Aarseth, Espen J.

出版时间

1997-07-31

ISBN

9780801855795

评分

★★★★★
书籍介绍

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
亚瑟斯把遍历引入文学堪称一绝,唯一弊病也许是和考斯基马一样忽略了文本自身的媒介混杂问题(尽管他自己不停地说遍历并不局限于媒介,但也仅仅是印刷和非印刷的二分)?
As Aarseth argues, hypertext reading can be as limiting as, or, may be more limiting than, linear reading. Readers have to scrutinise every word in hypertext in order to avoid missing electronic links or meeting same links repeatedly.
讲游戏叙事的东西Aarseth不可错过
全都是topology
Magnificent!
P当然可以是Q,但我们首先必须要弄明白P本身是什么。(文艺)理论的帝国主义和殖民主义需要警惕(不过博尔赫斯、科塔萨尔、卡尔维诺等......)。1.1.和3.1.非常清晰实用,回看时多看图表是没错的。此外,书中许多并置出现且界限相对明确的概念也值得回顾,例如:unicursal/multicursal, fiction/narrative, anamorphic/metamorphic......感谢作者的clarity-fetishism!可惜例子还是太古早了(尤其是冒险游戏只限于文字冒险),期待看到近年的文本案例。
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)