{"title":"Gaming (with) Affect and Trauma: An Introduction","authors":"Laurent Milesi","doi":"10.1080/13534645.2023.2184946","DOIUrl":null,"url":null,"abstract":"Tendencies in video game development are not immune to the perception of paradigm shifts or at least modulations in the contemporary mindset. One of these has been a slow but steady return of the subject to critical centre stage, no doubt prompted in part by an increasing sense of multidirectional threat, renewed ‘felt ultimacies’ and emerging posthumanity’s identity crisis from the mid-to-late 1990s onwards. During the 1990s and beyond, which saw the advent of some of the most innovative video game franchises, this helped redraw the arc of the hero’s conception, from earlier superman (or, more seldom, superwoman, such as the Tomb Raider series’ iconic Lara Croft) saving the world or at least capable of incredible feats, to a more vulnerable, humble protagonist bent on saving themselves and, increasingly, to a responsible citizen aware of their situatedness in the world trying to empathise with the endangered planet.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"137 - 149"},"PeriodicalIF":0.1000,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Parallax","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.1080/13534645.2023.2184946","RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"CULTURAL STUDIES","Score":null,"Total":0}
引用次数: 0
Abstract
Tendencies in video game development are not immune to the perception of paradigm shifts or at least modulations in the contemporary mindset. One of these has been a slow but steady return of the subject to critical centre stage, no doubt prompted in part by an increasing sense of multidirectional threat, renewed ‘felt ultimacies’ and emerging posthumanity’s identity crisis from the mid-to-late 1990s onwards. During the 1990s and beyond, which saw the advent of some of the most innovative video game franchises, this helped redraw the arc of the hero’s conception, from earlier superman (or, more seldom, superwoman, such as the Tomb Raider series’ iconic Lara Croft) saving the world or at least capable of incredible feats, to a more vulnerable, humble protagonist bent on saving themselves and, increasingly, to a responsible citizen aware of their situatedness in the world trying to empathise with the endangered planet.
期刊介绍:
Founded in 1995, parallax has established an international reputation for bringing together outstanding new work in cultural studies, critical theory and philosophy. parallax publishes themed issues that aim to provoke exploratory, interdisciplinary thinking and response. Each issue of parallax provides a forum for a wide spectrum of perspectives on a topical question or concern. parallax will be of interest to those working in cultural studies, critical theory, cultural history, philosophy, gender studies, queer theory, post-colonial theory, English and comparative literature, aesthetics, art history and visual cultures.