Entering the Lady’s Dressing Room: Using feminist game design to look at and beyond the male gaze in Swift’s The Lady’s Dressing Room.

Melanie D. Holm
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Abstract

In 2017, I developed “Entering the Lady’s Dressing Room,” an Interactive Fiction game based on Jonathan Swift’s satiric poem “The Lady’s Dressing Room” (1734) to help my students become better readers of Restoration satire, and poetry generally. I did this for two reasons: to test whether the digital mediation of game-playing could help my undergraduate students more fruitfully engage with the poem, and 2) to theorize the similarities between poetic interpretation, the multiple narrative-making experience of gameplaying. This article takes seriously the idea that poetry is play. It describes the circumstances that led to the development of the game and why Swift’s poem seemed an appropriate site for such experimentation. Crucial to game construction is a commitment to theories feminist game design that complement the poem’s own indictment of sexist determinism. With meditations on the affinity between poems and games, an examination of preceding experiments of literary translation into the ludic digital, details on game construction and local objectives, this article reflects on how digital mediation suggests a self-conscious mode of reading as a phenomenon of fictional world building. I don’t mean to suggest that this approach is necessarily appropriate for every poem or that every poem can be translated into the digital sphere in this way; rather, I want to share how the case of Entering the Lady’s Dressing Room suggests that the experience of translating a poem into Interactive Fiction can contribute to the formation of careful, detail-oriented reading practices in undergraduate readers. And poetry, if nothing else, is about the details.
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进入女士更衣室:在斯威夫特的《the Lady’s Dressing Room》中,使用女权主义游戏设计来观察和超越男性的目光。
2017年,我根据乔纳森·斯威夫特(Jonathan Swift)的讽刺诗《女士的更衣室》(the Lady’s更衣室,1734)开发了一款互动小说游戏《进入女士的更衣室》,以帮助我的学生更好地阅读复辟时期的讽刺作品和诗歌。我这么做有两个原因:一是为了测试游戏的数字媒介是否能帮助我的本科生更有效地融入诗歌,二是为了将诗歌解读与游戏的多重叙事体验之间的相似性理论化。这篇文章认真考虑了诗歌是一种游戏的观点。它描述了导致游戏开发的环境,以及为什么斯威夫特的诗似乎是这种实验的合适场所。游戏构建的关键是对女权主义游戏设计理论的承诺,这些理论补充了这首诗对性别歧视决定论的控诉。通过对诗歌和游戏之间的亲和关系的思考,对之前文学翻译成有趣的数字的实验的考察,对游戏构建和局部目标的细节,本文反映了数字中介如何作为一种虚构世界构建现象暗示一种自我意识的阅读模式。我并不是说这种方法一定适用于每首诗或者每首诗都可以用这种方式翻译到数字领域;相反,我想分享的是,《进入女士更衣室》的案例表明,将一首诗翻译成互动小说的经历,可以帮助大学生读者形成谨慎、注重细节的阅读习惯。而诗歌,如果没有别的,是关于细节的。
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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