Gaming as Everything

IF 0.1 3区 艺术学 0 THEATER Nordic Theatre Studies Pub Date : 2020-05-31 DOI:10.7146/nts.v32i1.120413
Vlad Butucea
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Abstract

In this article I will discuss David O’Reilly’s video game Everything (2017), suggesting that its unique dramaturgy portrays an ecology in which the human is seen as forging alliances and interconnections with the non-human. Set in a seemingly infinite open-world environment, the game revolves around the player exploring vast digital landscapes from the vantage point of multiple nonhuman avatars. Wondering about with no defined goal or direction, I played as animals, plants, rocks, continents, and even galaxies, shifting from one state to the next and making unexpected alliances along the way. Employing Audronė Žukauskaitė concept of “nomadic performativity” (2015), I will suggest that the game’s dramaturgy invites the player to imagine the human as deeply embedded in a wide system of interaction with non-human others, as an immanent part of an ecosystem, rather than a transcendental being outside of it. In articulating this idea, Everything puts forward a theatrical critique of thehuman domination and othering of the natural environment that underpins and drives the Anthropocene.
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游戏就是一切
在这篇文章中,我将讨论David O 'Reilly的电子游戏《Everything》(2017),认为其独特的戏剧手法描绘了一种生态,在这种生态中,人类被视为与非人类建立联盟和相互联系。游戏设置在一个看似无限的开放世界环境中,围绕着玩家从多个非人类化身的有利位置探索广阔的数字景观。在没有明确目标或方向的情况下,我扮演动物、植物、岩石、大陆甚至星系,从一种状态切换到另一种状态,并在此过程中建立意想不到的联盟。利用audronnikolŽukauskaitė的“游牧表演性”(nomadic performativity, 2015)概念,我认为游戏的戏剧性会让玩家把人类想象成深深嵌入与非人类他人互动的广泛系统中,作为生态系统的内在组成部分,而不是超越它的存在。在阐明这一观点的过程中,《万物》对支撑和推动人类世的自然环境的人类统治和其他方面提出了戏剧性的批评。
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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CiteScore
0.50
自引率
0.00%
发文量
17
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