Gaming and Grieving: Digital Games as Means of Confronting and Coping with Death

B. McGuire
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引用次数: 3

Abstract

This paper explores structural similarities between playing a digital game and experiencing grief. The digital game Mandagon evokes a sense of loss through its game environment of grey mountainous landscapes, broken wooden scaffolds, and Tibetan temples and prayer flags in states of disrepair. It elicits feelings of disorientation and dependency as players repeatedly fall from scaffolds but ascend by using lifts or finding air bubble streams underwater. It encompasses terrestrial, corporeal, and cosmic crossings as players move through air, land, and water, as they neither inhabit nor encounter a human body, and they cross various cosmic thresholds through the course of the game. For players struggling with grief, it validates and normalizes feelings of emptiness, loneliness, and vulnerability in the wake of death and loss.
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游戏和悲伤:数字游戏作为面对和应对死亡的手段
本文探讨了玩数字游戏和体验悲伤之间的结构相似性。数字游戏《Mandagon》通过其灰色的山地景观、破碎的木制脚手架、西藏寺庙和年久失修的经幡等游戏环境,唤起了一种失落感。当玩家反复从脚手架上掉下来,但通过使用升降机或在水下寻找气泡流而上升时,它会引起迷失方向和依赖的感觉。它包含了陆地,肉体和宇宙的跨越,玩家在空中,陆地和水中移动,因为他们既没有居住也没有遇到人类的身体,他们在游戏过程中跨越了各种宇宙的门槛。对于那些挣扎于悲伤中的玩家来说,它证实并规范了他们在死亡和损失之后的空虚、孤独和脆弱的感觉。
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