From Aesthetics to Asymmetry: Contradictions of Ecological Play in Cities: Skylines

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2023-12-14 DOI:10.1177/15554120231219729
Laurence May, Ben Hall
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Abstract

Anchored in the Anthropocene era's paradigm of human mastery over nature, Cities: Skylines grants its players extensive agency to shape untouched terrains into sprawling cities. We draw upon “ecological thought”—a mode of awareness that highlights the radical interconnectedness of all beings and their environments—to consider the ecological dynamics of city-building by the game's players. Analyzing player-generated paratexts from online game communities reveals that while many players aspire toward ecocentric city designs, they instead inadvertently restage the asymmetric planetary relationship emblematic of our current era. Our analysis uncovers the capital-driven assumptions that characterize human–environment relations in the game. Attempts at ecocentric aesthetics invariably subsumed by cybernetic interactions that privilege the Anthropocene's prevailing power dynamics. These expressions highlight the inherent contradictions of the Anthropocene era as encountered in Cities: Skylines and illustrate the permeability between the contemporary material world and digital play.
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从美学到不对称:城市生态游戏的矛盾:天际线
城市:天际线》(Cities:城市:天际线》赋予玩家广泛的权限,将未经开发的土地塑造成不断扩张的城市。我们借鉴 "生态思想"--一种强调所有生物与其环境之间根本性相互联系的认识模式--来考虑游戏玩家建造城市的生态动态。通过分析玩家从网络游戏社区中生成的副文本,我们发现虽然许多玩家都渴望设计以生态为中心的城市,但他们却无意中重塑了当今时代所代表的不对称的地球关系。我们的分析揭示了资本驱动的假设,这些假设是游戏中人类与环境关系的特征。以生态为中心的美学尝试无一例外地被控制论互动所淹没,而控制论互动则为人类世的主流权力动态提供了特权。这些表达方式凸显了《城市:天际线》中人类世时代的内在矛盾,并说明了人类世时代的渗透性:天际线》中所遇到的人类世时代的内在矛盾,并说明了当代物质世界与数字游戏之间的渗透性。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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Profiles, Perceptions, and Experiences of Video Game Translators The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review From Aesthetics to Asymmetry: Contradictions of Ecological Play in Cities: Skylines Lovecraftian Games: The Afterlife of Cthulhu on Valve's Steam Client
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