| This paper studies the role-playing experience of video games from the perspective of aesthetics,including three analytical dimensions of world,avatar and narrative,and aesthetic experience including aesthetic foundation,aesthetic characteristics and aesthetic standards.The first chapter first sorts out a brief history from generalized role-playing activities to video game role-playing,and then clarifies the aesthetic basis and aesthetic characteristics of role-playing experience with the help of a variety of theories,including opposing traditional aesthetic concepts from the theoretical history of aesthetic disenchantment,constructing the theoretical basis of role-playing aesthetic experience through aesthetic empathy theory and fictional pretending theory,and finally proposing that the source of aesthetic experience in role-playing is the substitution of desire.The second chapter focuses on the world dimension,first briefly combing the media history of the possible world in the narrative text,viewing the video gamemetaverse as the materialization direction of the possible world,and then focusing on the display of video games in this process,including the distance between reality and fiction,the technical characteristics of the virtual world,the construction of the IP universe,etc.,and finally the metaverse is regarded as a possible world that can truly materialize,and discusses related capital,technology and culture.The third chapter starts from the avatar dimension,first expounds the theoretical basis and basic characteristics of avatar analysis,including the premise,function,concealment,comprehensiveness,incompleteness and distance from the player of the avatar,and then analyzes the impact of the attractiveness,customization,interactivity and other aspects of the game avatar on the player’s role-playing experience from the perspective of avatar identity,and finally discusses the detached trend of possible world text audiences from the perspective of avatar identity,and points out its existential significance.Chapter 4 returns to the narrative dimension,first explaining why video games can be regarded as narrative texts and narrative from the basic theory,and then pointing out the revolutionary and limited nature of interactive narrative through the distinction and discussion of embedded narrative and emerging narrative,and finally putting forward several technical directions of interactive narrative design and the development ideas of possibilities.Chapter 5 formally cuts into the role-playing in video games,first proposes that the aesthetic experience of role-playing does not fully apply the aesthetic standards in traditional narrative texts,specifically analyzes the characteristics and standards of aesthetic experience,and then continues to explore the "unreality" of video games and the performance of players from the perspective of role-playing,and finally regards the metaverse as a possible form of role-playing activities in the future,and points out the possible ontology and aesthetic revolution. |