What Can Play: The Potential of Non-Human Players

Kara Stone
{"title":"What Can Play: The Potential of Non-Human Players","authors":"Kara Stone","doi":"10.25071/2369-7326.40291","DOIUrl":null,"url":null,"abstract":"What can post-humanism teach us about game design? This paper questions the line drawn between what species and matter can play and what cannot play. Combining works by scholars of feminist post-humanism, new materialism, and game studies, primarily Jane Bennett, Donna Haraway, and T.L. Taylor, it proposes that play is a form of communication not only between animals and humans but also between plants and cyborgs, insects and atoms. Beginning by interrogating the borders of the human that have been built on ableist and racist discourses, this paper moves towards considering the human as interspecies and outlines that we must reassess the ways in which a multiplicity of species experience the intra-action that constitutes “play.” With a brief look into the history of defining play in both game studies and animal studies and their small crossover, play is reconfigured into an outlook or an approach rather than a set of rules. It is a drive that all species and matter experience, including insects, bacteria, and metal. This moves us beyond considering solely the materiality of our bodies at play by reconsidering the objects of play as our co-players, as matter with agential force. I argue that we need to reconsider the videogame player as an interspecies being, an assemblage of human and non-human bodies. The de-anthropocentricization of the popular notions of player agency allows for a multiplicity of reactions not created in the linear cause and effect course, the belief in ultimate player control within procedural systems, which dominates game studies. This paper concludes by submitting possibilities of what considering the non-human through a feminist and anti-ableist lens can offer game designers, players, and critics, such as considering the material platform’s impact on play, reforming the individualistic agency of players, and designing for the Other(s).","PeriodicalId":297142,"journal":{"name":"Pivot: A Journal of Interdisciplinary Studies and Thought","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Pivot: A Journal of Interdisciplinary Studies and Thought","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.25071/2369-7326.40291","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

What can post-humanism teach us about game design? This paper questions the line drawn between what species and matter can play and what cannot play. Combining works by scholars of feminist post-humanism, new materialism, and game studies, primarily Jane Bennett, Donna Haraway, and T.L. Taylor, it proposes that play is a form of communication not only between animals and humans but also between plants and cyborgs, insects and atoms. Beginning by interrogating the borders of the human that have been built on ableist and racist discourses, this paper moves towards considering the human as interspecies and outlines that we must reassess the ways in which a multiplicity of species experience the intra-action that constitutes “play.” With a brief look into the history of defining play in both game studies and animal studies and their small crossover, play is reconfigured into an outlook or an approach rather than a set of rules. It is a drive that all species and matter experience, including insects, bacteria, and metal. This moves us beyond considering solely the materiality of our bodies at play by reconsidering the objects of play as our co-players, as matter with agential force. I argue that we need to reconsider the videogame player as an interspecies being, an assemblage of human and non-human bodies. The de-anthropocentricization of the popular notions of player agency allows for a multiplicity of reactions not created in the linear cause and effect course, the belief in ultimate player control within procedural systems, which dominates game studies. This paper concludes by submitting possibilities of what considering the non-human through a feminist and anti-ableist lens can offer game designers, players, and critics, such as considering the material platform’s impact on play, reforming the individualistic agency of players, and designing for the Other(s).
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
玩什么:非人类玩家的潜力
关于游戏设计,后人文主义能带给我们什么启示?这篇论文质疑了什么物种和物质能玩什么不能玩的界限。结合女权主义后人文主义、新唯物主义和游戏研究学者(主要是Jane Bennett、Donna Haraway和T.L. Taylor)的作品,它提出游戏不仅是动物和人类之间的一种交流形式,也是植物和电子人、昆虫和原子之间的一种交流形式。本文从质疑建立在能力主义和种族主义话语上的人类边界开始,转向将人类视为跨物种,并概述了我们必须重新评估多种物种经历构成“游戏”的内部行动的方式。通过简单回顾游戏研究和动物研究中定义游戏的历史,以及它们之间的小交叉,游戏被重新配置为一种观点或方法,而不是一套规则。这是一种所有物种和物质都经历过的驱动力,包括昆虫、细菌和金属。这让我们不再仅仅考虑我们在游戏中身体的物质性,而是将游戏对象重新考虑为我们的合作者,作为具有代理力的物质。我认为我们需要重新考虑电子游戏玩家作为跨物种的存在,人类和非人类身体的组合。流行的玩家代理概念的去人类中心化允许在线性因果过程中产生的多种反应,相信程序系统中的最终玩家控制,这主导着游戏研究。本文的结论是,通过女权主义和反残疾主义的视角来考虑非人类的可能性可以为游戏设计师、玩家和评论家提供什么,比如考虑物质平台对游戏的影响,改革玩家的个人主义代理,以及为他人设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Night Vision "Sketch", "What it takes to keep the mind going" and "Drag(a) de mama" Black Words and White Space Phone Call Dangerous or in Danger?
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1