著者
鍵本 優
出版者
日本マス・コミュニケーション学会
雑誌
マス・コミュニケーション研究 (ISSN:13411306)
巻号頁・発行日
vol.92, pp.105-123, 2018-01-31 (Released:2018-05-10)
参考文献数
44

Digital games occupy a big position in today’s media culture. The earlyJapanese culture of home digital games partly developed with content intendedto scare the player. The frightening experiences that are involved in playingsuch games have been often talked about by the players, even if the games werenot necessarily of the horror genre. However, conventional Japanese digitalgame studies cannot explain these social facts of the frightening experiencessufficiently. The purpose of this paper is to deal with the theoretical problem mentionedabove. By considering the frightening experiences in Japanese gamesconcretely, this paper submits a novel and effective theoretical and culturalinterpretation of the experience in digital games as media. It is a ‘fear not tofade away’ arising from gaming practices that this paper notices in particular. This paper is written with the following method and procedure. Firstly,this paper checks the framework of the conventional theory of experiences indigital games( Section 1). Secondly, the problem of this framework is examinedin detail by way of discussing the frightening experiences( Section 2). Then, inorder to manage this problem, this paper considers the concrete cases of playingAVGs(Adventure Games) and RPGs(Role Playing Games) in the Japanesegame culture (Section 3). Finally, conclusions are derived from the previousdiscussion and considerations( Section 4). The conclusions of this paper are as follows. Firstly, the media theory ofexperiences in digital games should pay attention to the player’s mental, bodilyand sensorial self-transfer to the media. Secondly, in Japanese society around1990, the cultural development of digital games with many narrative elements(in particular in AVGs and RPGs) necessarily produced the possibilities of“being shocked” experience.

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●鍵本優「オーディエンス/像をめぐる「受動性」概念の再検討 : 「衝撃の受動性」を手がかりに」『マス・コミュニケーション研究』69、2006年。https://t.co/Mw3RJjWPTL ●同前「デジタルゲーム経験論再考ーAVG・RPG での「消えない恐怖」を手がかりに」同前、92、2018 年。https://t.co/Fq6mJhFmgF

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