ID: 483
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Open Group Individual Submissions
Topics: G42. Intermediality and Comparative Literature - Chen, Chang (Nanjing University)Keywords: Virtual reality, Science fiction digital games, cyborg subjectivity
Virtual Simulation, Science Fiction Digital Games, and the Construction of Cyborg Theoretical Frameworks
Yuqin Jiang
Shenzhen University, P.R.China
Science fiction, with its focus on technological innovation, futurism, speculation, and virtual reality, is creating new forms and content that bridge the physical and fictional worlds. By offering experiences and insights into possible futures, it is also constructing a new system of knowledge. This paper argues that science fiction, as a new knowledge system, is chiefly expressed through its virtual simulation model, which is opening doors to new realities. The discussion will unfold in three key areas: 1. Science fiction narratives (including AI literature) as a new model for connecting the real and virtual worlds. 2. Science fiction games as a new medium for bridging entertainment and serious philosophical ideas. 3. The logical construction of human-machine cyborg subjects and the new development of subjectivity. The real world is increasingly becoming a science fiction world. Science fiction will establish new modes of subject cognition in the dimensions of reality and virtuality, the physical and the surreal.
ID: 565
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Open Group Individual Submissions
Topics: G42. Intermediality and Comparative Literature - Chen, Chang (Nanjing University)Keywords: post-apocalyptic narrative; Intermedia performativity; Station Eleven; adaptation
The Intervening Power of Literature and Art: Intermedia performativity in Station Eleven and its TV Adaptation
Lanlan Du
Nanjing University, China, People's Republic of
As one of the major narrative modes of English Cli-fi fiction, post-apocalyptic writing began to flourish in the twenty-first century. It is notable that among them, some post-apocalyptic novels not only engage such crucial elements of the Anthropocene imagination as extinction, epidemics, energy depletion and survival, but also use intermedial forms within the language-based novel. Station Eleven, a post-apocalyptic fiction which won the 2015 Arthur C. Clarke Award by Canadian writer Emily St. John Mandel, is such an Ekphrasis text that uses language to represent music, drama and graphic story. What is the efficacy of different cultural forms in conveying the moral messages of the post-apocalyptic imagination? If human civilization collapses, what can be preserved to make people survive? This article uses Station Eleven and its TV series adaptation as a case study to ponder on the issue of intermedial performativity, i.e. the transformative power of the intertwined relationships among individuals, artifacts, and hybrid cultural forms to highlight the importance of literature and art in keeping people to live on.
ID: 943
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Open Group Individual Submissions
Topics: G42. Intermediality and Comparative Literature - Chen, Chang (Nanjing University)Keywords: black myth: Wukong intermediality game-novel
Black Myth: Wu Kong as a Game-Novel
Zhenzhen Liu
Nanjing University, China, People's Republic of
"Black Myth: Wukong," as the first Chinese AAA game, is said to be "saturated with literary expression and narrative experience rooted in literature" . This "literariness oriented game narrative design" not only prompts reflections on the pathways and methods for Chinese culture to go global but also inspires deeper thoughts on the reinterpretation of traditional literature, the fusion of literature and gaming, the discussion of literary themes, and the exploration of new literary narrative forms.Firstly, the narrative design of Black Myth: Wukong draws on the allegorical framework of Xiyouji by blending and deeply integrating various media forms. It adopts the "earthworm-like structure" of the original Journey to the West (as described by Zheng Zhenduo), constructing an allegorical tale that transitions from surface-level narrative to mid-level narrative and ultimately to deep-level narrative.Secondly, Black Myth: Wukong constructs well-rounded character portrayals by blending divinity, animality, and humanity, breaking free from the traditional game's constraint of "purely good or evil" flat character archetypes. Unlike the original work, the narrative designers utilize media transitions to alter the human traits embedded in divine, Buddhist, and demonic characters, challenging players' expectations of the classic roles from the original story. Through the reversal of character archetypes, the game crafts a grand and tragic masterpiece, eliciting emotional release and catharsis from the players.Thirdly, unlike Western narrative traditions, rhetorical techniques such as the "virtual storytelling context, playful use of character names, and the incorporation of poetry and song" depict a classical Chinese society, offering readers a poetic reading experience (Pu Andy, 2018: 124-144). The narrative designers of Black Myth: Wukong draw inspiration from the rhetorical forms employed in Chinese literary masterpieces, striving to deliver a similarly poetic experience to players.
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