首页|"声临其境":视障游戏玩家的媒介化感知与实践

"声临其境":视障游戏玩家的媒介化感知与实践

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深度媒介化时代,数智媒介重塑着视障人士的感知体验与社会生活,然而目前却鲜有聚焦视障群体移动游戏感知与实践的研究.本文以当前广受欢迎的盲人手游《听游江湖》为研究案例,采用数字民族志和深度访谈法探究以声音为主的新媒体技术如何为视障玩家实现视觉补偿并建构出独特的游戏时空,进而深描并呈现视障玩家丰富的游戏体验及其多维影响.研究发现,声塑的游戏时空与视障玩家的生理、心理、社会层面产生了复杂的交互作用,从而编织出视障玩家可以"想见"的媒介化空间,形塑着玩家日常的时间感知并带来时序压力,亦赋予视障玩家游戏内外的社会关系与社交连接.研究揭示了信息无障碍背景下媒介技术为残障群体提供感官代偿并实现数字包容与社会融入的可能与可为,也彰显出听觉媒介的蓬勃力量.
Immersive Sound:Visually Impaired Game Players'Mediated Perception and Practice
In the era of deep mediatization,digital and intelligent media reconstruct those visually impaired people's cognitive experience and social life,while current research on mobile gaming cognition and practice of visually-impaired gamers remains scarce.Bases on case study of the popular mobile game for the blind"Listening to the Wandering World",this study explored how new media technologies primarily sound enables visual compensation as well as constructs unique gaming time and space for visually-impaired gamers,so as to deeply describe and present visually-impaired gamers'rich gaming experiences and multi-dimension influences,by adopting digital ethnography and in-depth interviews as research methods.The findings show that the gaming time and space shaped by sound complexly interacting with bio-psycho-social dimensions of those visually-impaired gamers,and weaving a mediated space being imagined by the gamers,shape their daily perception of time and impose temporal pressure,as well as endow them with social relationships and connections both within and beyond the game.The study indicated the cognitive compensation provided by media technologies for the disabled in the context of information accessibility,possibilities and implications of digital inclusion and social integration,as well as the robust power of auditory media.

Visually-impaired PeopleMobile Games for the BlindAudio MediaMediatizationBiopsychosocial Model

蒋俏蕾、岳永婕

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清华大学新闻与传播学院

视障群体 盲人手游 听觉媒介 媒介化 生理-心理-社会模式

2024

全球传媒学刊

全球传媒学刊

CSSCI
ISSN:
年,卷(期):2024.11(4)