Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games

Bonnie Ruberg
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引用次数: 10

Abstract

This article analyzes the contemporary discourse that surrounds video games. Specifically, it confronts the rhetoric of “empathy,” which has become a buzzword in North American industry, academic, education, and media conversations about video games and their supposed power to place players into others’ shoes—especially those games created by queer or otherwise marginalized people. Scholars like Wendy Chun and Teddy Pozo and game designers like Robert Yang have spoken out against this rhetoric. Building from their writing, as well as critiques from the creators of queer independent games commonly mislabeled as “empathy games,” this article delineates the discriminatory implications of the term. Rather than simply dismissing “empathy,” however, this article unpacks it, turning to textual artifacts like news stories and industry presentations, as well as the 2016 video game Unravel (ColdWood Interactive), to deconstruct the term’s many meanings and to identity alternative (queerer) models of affective engagement with video games.
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同理心及其替代物:解构电子游戏中的“同理心”修辞
本文分析了围绕电子游戏的当代话语。具体来说,它面对的是“移情”的修辞,这已经成为北美工业,学术,教育和媒体关于电子游戏的流行词,以及它们假定的将玩家置于他人立场的力量-特别是那些由酷儿或其他边缘化人群制作的游戏。像Wendy Chun和Teddy Pozo这样的学者以及像Robert Yang这样的游戏设计师都反对这种说法。根据他们的写作,以及来自酷儿独立游戏创造者的批评,这篇文章描绘了这个术语的歧视性含义。然而,本文并不是简单地否定“共情”,而是对其进行了解析,转向新闻故事和行业演示文稿等文本,以及2016年的电子游戏《Unravel》(ColdWood Interactive),解构了该术语的许多含义,并确定了电子游戏情感参与的另一种(酷儿)模式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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