具身认知
叙述的
电子游戏
关系(数据库)
计算机科学
点(几何)
虚拟现实
心理意象
新媒体
多媒体
认知
心理学
认知科学
人机交互
语言学
人工智能
万维网
数学
数据库
神经科学
几何学
哲学
标识
DOI:10.4324/9780203700457-13
摘要
Video Games, Media, Stories, and the Embodied Brain
A common way of describing representational structures is by way of media. Central problems such as “narrative” or “point of view” are explained
by referring to those media forms in which we ordinarily find manifestations of such structures. Some researchers, for example, define narratives
by referring to literary works, others, like Brenda Laurel,1 describe video
games and other computer applications by reference to theatre and theatrical structures. Suchdescriptionshave someadvantages, but alsoproblematic
consequences, because phenomena such as “story” or “narrative” are then
only defined in relation to their media realizations, not by their relation to
unmediated real-life experiences and those mental structures that support
such experiences. This raises special problems for describing mediated activities such as virtual reality and video games because these activities are in
several dimensions simulations of real-life activities. Media representations
are better described as different realizations of basic real-life experiences. As
early as 1916, theHarvardpsychologistHugoMu¨nsterberg2 showedhow the
film experience might be described as a cued simulation of central mental
and bodily functions. Such an approach provides many advantages for describing video games, because, as I will argue in detail in the following, video
games and other types of interactive virtual reality are simulations of basic
modes of real-life experiences. This also means that cognitive psychology.
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