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Title:Dialog med literaturo in videoigrami na primeru slovenske književnosti : doktorska disertacija
Authors:ID Čeh, Aleš (Author)
ID Štuhec, Miran (Mentor) More about this mentor... New window
Files:.pdf DOK_Ceh_Ales_2025.pdf (9,94 MB)
MD5: CD38B43B49CB59EA33BAA5D912A451F8
 
Language:Slovenian
Work type:Doctoral dissertation
Typology:2.08 - Doctoral Dissertation
Organization:FF - Faculty of Arts
Abstract:Videoigre so finančno in po dosegu najbolj prodoren medij 21. stoletja, kar med drugim dokazujejo tudi številne medmedialne povezave z drugimi mediji, predvsem s književnostjo in filmom. Obenem drži, da videoigre kot digitalne naslednice fizičnih iger obstajajo tudi izven polja »umetnosti«, a hkrati znotraj kulturnega ustroja človeštva, kar disertacija opiše skozi kratko analizo kulturne in estetske vrednosti igre skozi zgodovino. Pokaže se, da je pripoved v igri obstajala v vseh civilizacijah in kulturah človeške zgodovine, segajoče vse do antike in tudi predzgodovinskega človeka. Kljub temu pa so se ob analizah kulturne in estetske vrednosti videoiger odprli številni epistemološki konflikti, ki so pri interpretaciji videoiger botrovali dejstvu, da sta se pri študijah videoiger in povezanosti z drugimi mediji oblikovala dva znanstvena aparata – naratološki in ludološki. Določeni raziskovalci so videoigre analizirali predvsem kot pripovedi, drugi pa so v ospredje postavili igralni del, torej so analizirali zlasti mehanike, pravila in ostala nepripovedna stanja in elemente igre. Disertacija Dialog med literaturo in videoigrami na primeru slovenske književnosti izvirno prinaša kombinirani aparat, saj so naratološko prvič obravnavane tudi igralne mehanike, interpretacijo katerih si je prisvajala ludologija. Izvirna klasifikacija videoiger glede na vsebnost pripovedi predvideva štiri nivoje, med katerimi najbolj izstopajo interakcijsko odprte pripovedne igre, kar dokazuje tudi analitični del, kjer se je pokazalo, da številni avtorji pripovedne prvine, ki jih razvijalci vnašajo v interakcijsko odprte pripovedne igre, preslikajo tudi v literarna dela. Tipologijo medmedialnih priredb na premici literatura-videoigre disertacija uvaja s štirimi izvirnimi definicijami oziroma postopki, ki so dokumentacija, prenos, izposojanje in imitacija. Izvirna klasifikacija v disertaciji med drugim zajema tudi analizo igre Assassin's Creed (2007) in njene povezanosti z Bartolovim romanom Alamut (1938). Gledališke igre, poezija in pripovedništvo slovenske književnosti, ki kažejo povezanost z videoigrami, so analizirane skozi optiko, ki jo razvija teoretični del disertacije, zlasti v pregledu pripovednih prvin in pripovednih tehnik med književnostjo in videoigrami, kjer je analizirana tudi medmedialna povezanost. Nekatera dela so izkazala povezanost samo na ravni vsebine (Novak, Crčinović Krofič in drugi), pri drugih delih se je pokazala ožja povezanost z videoigrami na nivoju pripovednih prvin (že omenjeni Bartol, Kleč in drugi), pri nekaterih pa povezanost na nivoju pripovednih tehnik (Gracar, Tomažin in drugi). Slednji primeri so bili najzanimivejši, saj so razkrili inovativno plast pripovedovanja, za katero lahko upravičeno sklepamo, da se bo v prihodnosti pri literatih še razvijala, kar bo pozitivno vplivalo tako na izvirnost književnosti kot pripovedni in umetniški razvoj medija videoiger.
Keywords:medmedialnost, naratologija, pripovedne prvine, pripovedne tehnike, videoigre
Place of publishing:Maribor
Place of performance:[Maribor
Publisher:A. Čeh
Year of publishing:2025
Number of pages:1 spletni vir (1 datoteka PDF (VI, 372 str.))
PID:20.500.12556/DKUM-91865 New window
UDC:821.163.6.09:795(043.3)
COBISS.SI-ID:256946947 New window
Publication date in DKUM:13.11.2025
Views:139
Downloads:70
Metadata:XML DC-XML DC-RDF
Categories:FF
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Licences

License:CC BY 4.0, Creative Commons Attribution 4.0 International
Link:http://creativecommons.org/licenses/by/4.0/
Description:This is the standard Creative Commons license that gives others maximum freedom to do what they want with the work as long as they credit the author.
Licensing start date:15.02.2025

Secondary language

Language:English
Title:Dialogue between Literature and Video Games on the Example of Slovenian Literature
Abstract:Video games are the most financially and culturally influential medium of the 21st century, as evidenced by their numerous intermedial connections with other media, particularly literature and film. At the same time, video games, as digital successors to physical games, exist both outside the realm of »art« and within the broader cultural structure of humanity. This dissertation explores this duality through a concise analysis of the cultural and aesthetic value of games throughout history. The study reveals that narrative in games has existed across all civilizations and cultures of human history, reaching back to antiquity and even prehistoric societies. However, analyses of the cultural and aesthetic value of video games have also revealed numerous epistemological conflicts, which have led to the emergence of two distinct scholarly approaches in video game studies and their relation to other media: narratology and ludology. Some researchers have analyzed video games primarily as narratives, while others have focused on their gameplay aspects—examining mechanics, rules, and other non-narrative states and elements of the game. The dissertation Dialogue between Literature and Video Games on the Example of Slovenian Literature introduces an original combined approach, as it applies narratological analysis to game mechanics—an area previously reserved for ludology. The original classification of video games based on the presence of narrative identifies four levels, with the most significant being interactive narrative-driven games. The analytical section demonstrates that many authors incorporate narrative elements developed by game designers into interactive narrative-driven games and transpose them into literary works. The dissertation also introduces an original typology of intermedial adaptations on the literature-video game axis, defined by four processes: documentation, transfer, borrowing, and imitation. One of the case studies in the dissertation includes an analysis of Assassin's Creed (2007) and its connection to Bartol's novel Alamut (1938). Slovenian literary works—including plays, poetry, and prose—that exhibit connections with video games are analyzed through the theoretical framework developed in the dissertation, particularly in the examination of narrative elements and techniques shared between literature and video games. The study also addresses intermedial relations between the two media. Some works exhibit a connection only at the level of content (e.g., Novak, Crčinović Krofič, and others), while others display a more direct link to video games through narrative elements (e.g., Bartol, Kleč, and others). In some cases, the connection is evident at the level of narrative techniques (e.g., Gracar, Tomažin, and others). These latter examples proved to be the most intriguing, as they revealed an innovative narrative layer that is likely to continue evolving in literature, fostering both originality in literary works and the narrative and artistic development of the video game medium.
Keywords:intermediality, narratology, narrative elements, narrative techniques, video games


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