Gaming Borders: The Rhetorics of Gamification and National Belonging in Papers, Please

IF 0.6 3区 文学 0 LITERATURE, AMERICAN AMERICAN LITERATURE Pub Date : 2022-01-27 DOI:10.1215/00029831-9697057
Gary Kafer
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引用次数: 1

Abstract

Game media have long participated in projects of nation building by remediating historical, political, and social relations in ways that reinforce affective processes of national belonging. The genre of border games in particular is well-known for staging the discursive and symbolic value of national boundaries through the deployment of specific gameplay mechanics and storytelling elements. However, as this essay argues, border games do more than merely represent borders in games; they reflect how borders themselves might be experienced as games within the cultural logic of gamification. Through an analysis of Lucas Pope’s independently produced American video game Papers, Please (2013), this article interrogates gamification as a rhetorical process that communicates how play dynamics sustain the procedural logics of border security and citizenship. Such logics, the game suggests, are marked by the installment of a series of rule-based interactions that modulate affect within the sociotechnical mechanics of state-sanctioned racism to enable the proper flow of both play and mobility. However, through failure, the game also reveals gamification to be an incomplete diagram of control, one where the priming of affect rubs up against the sociopolitical frictions that shape individual play experiences. Ultimately, this article argues that border games like Papers, Please enable players to experiment with the forms of national belonging that subtend our experiences of gamification.
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游戏边界:论文中的游戏化修辞和国家归属
长期以来,游戏媒体通过修复历史、政治和社会关系,强化国家归属感的情感过程,参与了国家建设项目。边界游戏类型尤其以通过部署特定的游戏机制和故事叙述元素来呈现国家边界的话语和象征价值而闻名。然而,正如本文所述,边界游戏不仅仅代表游戏中的边界;它们反映了在游戏化的文化逻辑下,边界本身如何作为游戏来体验。通过对Lucas Pope独立制作的美国电子游戏《Papers, Please》(2013)的分析,本文将游戏化视为一种修辞过程,它传达了游戏动态如何维持边境安全和公民身份的程序逻辑。游戏表明,这种逻辑以一系列基于规则的互动为标志,这些互动调节了国家认可的种族主义社会技术机制的影响,从而使游戏和流动性得以适当流动。然而,通过失败,游戏也揭示了游戏化是一个不完整的控制图表,在这里,情感的启动与塑造个人游戏体验的社会政治摩擦发生摩擦。最后,本文认为像《Papers, Please》这样的边界游戏能够让玩家体验到符合我们游戏化体验的国家归属形式。
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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来源期刊
AMERICAN LITERATURE
AMERICAN LITERATURE LITERATURE, AMERICAN-
CiteScore
0.60
自引率
20.00%
发文量
27
期刊介绍: American Literature has been regarded since its inception as the preeminent periodical in its field. Each issue contains articles covering the works of several American authors—from colonial to contemporary—as well as an extensive book review section; a “Brief Mention” section offering citations of new editions and reprints, collections, anthologies, and other professional books; and an “Announcements” section that keeps readers up-to-date on prizes, competitions, conferences, grants, and publishing opportunities.
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