Toward a Foucauldian Genealogy of Video Game (Pre)history

IF 0.3 Q2 HISTORY International Public History Pub Date : 2021-06-01 DOI:10.1515/iph-2021-2022
Gabrielle Trépanier-Jobin
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引用次数: 1

Abstract

Abstract This paper highlights the distortive nature of narrative models that are often employed in video game historiographies to produce captivating tales. More precisely, it argues against: the search for video games’ origin(s); the “chronological-teleological” model based on linear progressions; the “chronological-organic” narrative revolving around a biological-like evolution; the “epistemic breaks” structure based on radical transformations; the “bi-polar” model involving a dialectic of oppositions; and the “cyclical” narrative revolving around postmodern tropes of return, recycling, and retrofitting. In addition to explaining why the uncritical use of these emplotment techniques is problematic, this paper argues in favor of a Foucault-inspired genealogical approach which avoids the quest for the media’s origin(s) and articulates video game history around coexistence, overlaps, interferences, synergies, networks of influences, and discontinuities. This genealogical method also restores the missing inventors, devices, and games in historical records while highlighting the power relations that led to their omission in the first place.
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走向傅的电子游戏(前)史谱系
摘要本文强调了视频游戏历史中经常使用的叙事模式的扭曲性,以产生引人入胜的故事。更确切地说,它反对:寻找电子游戏的起源;基于线性进展的“时间目的论”模型;围绕生物进化展开的“时间有机”叙事;基于激进转换的“认识断裂”结构;“两极”模式涉及对立的辩证法;以及围绕着回归、回收和改造的后现代比喻的“周期性”叙事。除了解释为什么不加批判地使用这些挖掘技术是有问题的,本文还支持福柯启发的系谱方法,该方法避免了对媒体起源的追求,并围绕共存、重叠、干扰、协同作用、影响网络和不连续性阐述了电子游戏的历史。这种家谱方法还恢复了历史记录中缺失的发明者、设备和游戏,同时突出了最初导致它们被遗漏的权力关系。
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来源期刊
International Public History
International Public History Arts and Humanities-History
CiteScore
0.40
自引率
0.00%
发文量
12
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