论文标题

de quem e o jogo?呼吸叙事没有狂热世界的魔兽世界

De Quem e o Jogo? Disputas Narrativas no Fandom de World of Warcraft

论文作者

Pimentel, Clara Andrade, Ziller, Joana, Melo, Philipe

论文摘要

数字游戏越来越多地是数字平台创造的网络文化的一部分。考虑到这一点,我们在这项工作中进行了一些有关魔兽世界玩家的考虑因素,作为粉丝和内容制作人,以及在粉丝工作出版平台上(我们自己和Deviantart的档案)中出现有关游戏的叙事纠纷。我们分析了在这些平台上收集的大量狂热和狂热者,其中显示了一种文字不仅涉及数字游戏,而且还涉及整个粉丝生产网络,超越了演奏的行为。我们的观察结果表明,尽管人们普遍认为魔兽世界的狂热世界大多是男性和异规范式,但妇女和LGBTQI+人是大量的参与性观众,并且会产生很多内容,尤其是在狂热宇宙中。创作的作品也以持不同政见的身体和性的叙述为特征。但是,尽管在狂热者中存在这些主题和叙述,但这些内容在Deviantart中是看不见的,Deviantart使男性艺术家和商业性质的异端狂热者具有特权。

Digital games are increasingly part of a cyberculture engendered by digital platforms. With this in mind, we approach in this work some considerations about World of Warcraft players as fans and content producers and the narrative disputes that emerge about the game on fan work publishing platforms (Archive of Our Own and DeviantArt). We analyzed a vast set of fanfics and fanarts collected on these platforms, showing a textuality that involves not only the digital game, but a whole network of fan production that expands beyond the act of playing. Our observations show that, despite the popular perception that World of Warcraft fandom is mostly male and heteronormative, women and LGBTQI+ people are a large participatory audience and produce a lot of content, especially in the fanfic universe. The works created are also quite marked by narratives of dissident bodies and sexualities. However, despite the presence of these subjects and narratives in the fandom, this content is made invisible in DeviantArt, which privileges male artists and heteronormative fanarts of a commercial nature.

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