Intra-acting bio-object: A posthuman approach to the player‐game relation

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2021-03-01 DOI:10.1386/jgvw_00026_1
Justyna Janik
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引用次数: 4

Abstract

The main aim of this article is to explore how posthuman values and premises can change the approach to video game research, in terms of reframing the relation between game and player as a meaning-making process. The idea of the bio-object, which originated in Tadeusz Kantor’s avant-garde theatre, is introduced and reread in the context of the critical posthumanism and new materialism of Karen Barad, especially her concept of intra-action. By meshing together Kantor’s and Barad’s ideas, a framework is developed for conceptualizing the bond between the player and the video game object, pointing out how their constant rivalry is not only resolved in meaning-generative tension, but also intra-actively shapes their ontic borders. The game and the player become equal in this new unity, and the video game object stops being perceived as a secondary to the player and can be analysed as the equal partner in this relation.
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作用内生物对象:玩家-游戏关系的后人类方法
本文的主要目的是探索后人类的价值观和前提如何改变电子游戏研究的方法,将游戏和玩家之间的关系重新定义为一个意义制造过程。生物客体的概念起源于塔德乌什·坎特的先锋派戏剧,它是在凯伦·巴拉德的批判后人道主义和新唯物主义的背景下,特别是在她的行动内部概念的背景下引入和重读的。通过将坎特和巴拉德的思想融合在一起,开发了一个框架来概念化玩家和电子游戏对象之间的联系,指出他们之间不断的竞争不仅在意义生成张力中得到解决,而且在内部积极地塑造了他们的本体边界。游戏和玩家在这个新的统一体中变得平等,视频游戏对象不再被视为玩家的次要对象,可以被分析为这种关系中的平等伙伴。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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