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Citizens of the future 未来的公民
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-06-01 DOI: 10.3828/SFFTV.2021.10
C. Milburn, Melissa A. Wills
Over the last decade, a variety of ‘citizen science’ projects have turned to video games and other tools of gamification to enrol participants and to encourage public engagement with scientific research questions. This article examines the significance of sf in the field of citizen science, focusing on projects such as Eyewire, Be a Martian!, Sea Hero Quest, Play to Cure: Genes in Space, Forgotten Island and the ‘Project Discovery’ experiments in EVE Online. The sf stories that frame these projects often allegorise the neoliberal assumptions and immaterial labour practices of citizen science, even while seeming to hide or disguise them. At the same time, the fictional frames enable players to imagine social and technical innovations that, while not necessarily achievable in the present, nevertheless point to a future of democratic science, social progress and responsible innovation - blips of utopian thought from the zones of crowdsourced labour.
在过去的十年里,各种“公民科学”项目都转向了电子游戏和其他游戏化工具,以吸引参与者并鼓励公众参与科学研究问题。本文探讨了sf在公民科学领域的意义,重点关注了Eyewire、Be a Martian!、!,《海洋英雄任务》、《治愈游戏:太空中的基因》、《被遗忘的岛屿》和EVE Online中的“探索计划”实验。构成这些项目的sf故事往往隐喻了公民科学的新自由主义假设和非物质劳动实践,即使它们看起来是隐藏或掩饰的。与此同时,虚构的框架使玩家能够想象社会和技术创新,这些创新虽然在目前不一定可以实现,但却指向了民主科学、社会进步和负责任创新的未来——众包劳动区乌托邦思想的缩影。
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引用次数: 2
Making and remaking the Galaxy Far, Far Away 制作和重制《遥远的银河》
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-06-01 DOI: 10.3828/SFFTV.2021.11
N. Bestor
This article examines West End Games’ Star Wars: The Roleplaying Game, first published in 1987, and its foundational role in the worldbuilding process of the Star Wars franchise (1977-). In producing the game, West End Games contributed significantly to defining and organizing the storyworld, refining and expanding the scope of Star Wars by integrating some earlier transmedial extensions while excluding others. Coming at an early point in the franchise’s history, before Lucasfilm exerted as much control over its licensees, The Roleplaying Game offers an opportunity to examine the role that licensed game designers can play as architects and gatekeepers of transmedia worldbuilding, codifying what is and is not remembered within the storyworld. The Roleplaying Game has often been reduced to a footnote in both the popular and academic history of Star Wars transmedia, but beyond adapting the Galaxy Far, Far Away to a setting for imaginative tabletop roleplaying, The Roleplaying Game is also a foundational document for the last three decades of the Star Wars franchise, serving as the early ‘story bible’ for the Expanded Universe, the intercon­nected network of Star Wars paratexts codified by the licensing department of Lucasfilm during the 1990s. The hundreds of Star Wars novels, comics, games and other transmedia productions that came with the franchise’s dramatic rebirth in the 1990s bear the stamp of the worldbuilding labour of West End Games.
这篇文章探讨了伦敦西区游戏公司于1987年首次出版的《星球大战:角色扮演游戏》,以及它在《星球大战》系列(1977年-)世界构建过程中的基础作用。在制作游戏的过程中,西区游戏为定义和组织故事世界做出了重大贡献,通过整合一些早期的跨表盘扩展而排除其他扩展,完善和扩大了《星球大战》的范围。角色扮演游戏出现在该系列历史的早期,在卢卡斯影业对其授权方施加同样多的控制之前,它提供了一个机会来审视授权游戏设计师作为跨媒体世界构建的建筑师和看门人可以扮演的角色,将故事世界中被记住和不被记住的东西编纂成文。在《星球大战》跨媒体的流行史和学术史上,角色扮演游戏经常被简化为脚注,但除了将《遥远的银河》改编为富有想象力的桌面角色扮演场景外,《角色扮演游戏》还是《星球大战系列》最后三十年的基础性文件,是扩展宇宙的早期“故事圣经”,卢卡斯影业授权部门在20世纪90年代编纂的《星球大战》副文本互联网络。随着该系列在20世纪90年代的戏剧性复兴,数百部《星球大战》小说、漫画、游戏和其他跨媒体作品都带有西区游戏公司世界建设劳动的印记。
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引用次数: 1
'Each of those tools, each of those games': Austin Walker on writing, gaming and game mastering “每种工具,每种游戏”:Austin Walker谈写作、游戏和游戏管理
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-06-01 DOI: 10.3828/SFFTV.2021.18
Cameron Kunzelman, A. Walker, Michael Lutz
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引用次数: 0
‘You can use counterfactuality to challenge empire’ “你可以用反现实来挑战帝国”
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-06-01 DOI: 10.3828/SFFTV.2021.16
Darshana Jayemanne, Cameron Kunzelman
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引用次数: 0
'I find this disgusting but I can't help myself': Videogame panics and sinister origins in 1990s sf media “我觉得这很恶心,但我忍不住”:20世纪90年代科幻媒体对电子游戏的恐慌和邪恶起源
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-06-01 DOI: 10.3828/SFFTV.2021.12
Emilie Reed
Abstract:This paper examines the narratives and themes present in two pieces of sf media about videogames: a 1991 Star Trek: The Next Generation episode entitled 'The Game' and David Cronenberg's 1999 film eXistenZ. Both present a 'moral panic' narrative about videogames, using the futuristic imagery and technological speculation of the sf genre to explore contemporaneous concerns about the ability of videogames to manipulate the behaviour of players and shape their perceptions of reality. However, these narratives also mirror promotional claims used to market videogames, as well as foundational assertions of the field of game studies. Drawing on a close reading of these works, as well as the 'material turn' in game studies, the paper goes on to articulate contradictions between the ways in which videogames are theorised and experienced, and between the marketing and moral panics that accompany their production. It further suggests how these contradictions create a persistent 'unhappy consciousness' surrounding the videogame object that causes these anxieties to recur. Placing fictional depictions of videogames in sf media alongside public and academic discussions sheds light on the roots of these contradictions and allows us to better assess their cultural impact.
摘要:本文考察了两篇关于电子游戏的科幻媒体的叙事和主题:1991年的《星际迷航:下一代》题为“游戏”的一集和大卫·柯南伯格1999年的电影《存在》。两者都呈现了关于电子游戏的“道德恐慌”叙述,使用科幻题材的未来主义意象和技术推测来探索电子游戏操纵玩家行为和塑造他们对现实的看法的能力。然而,这些叙述也反映了用于营销电子游戏的宣传声明,以及游戏研究领域的基本主张。通过仔细阅读这些作品,以及游戏研究中的“材料转向”,本文继续阐述了电子游戏的理论和体验方式之间的矛盾,以及伴随着游戏制作的营销和道德恐慌之间的矛盾。它进一步表明,这些矛盾是如何围绕着电子游戏对象创造一种持续的“不快乐意识”,从而导致这些焦虑反复出现。将科幻媒体对电子游戏的虚构描述与公众和学术讨论放在一起,可以揭示这些矛盾的根源,并使我们能够更好地评估它们的文化影响。
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引用次数: 0
Science Fiction Film & Television: Volume 14, Issue 1 科幻影视:第14卷第1期
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-02-01 DOI: 10.3828/sfftv.2021.14.issue-1
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引用次数: 0
The fractured frames of Black Mirror 黑镜断裂的框架
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-02-01 DOI: 10.3828/SFFTV.2021.1
J. P. Telotte
Abstract:Looking to the increased multiplication of virtual frames or windows in daily life, Anne Friedberg argues that we will increasingly come to ‘see the world in spatially and fractured frames’, as if a puzzle challenging us to fit its pieces together. This perspective is particularly apt for considering the much-praised programme Black Mirror, which repeatedly examines those multiple, and multiply broken, media frames, and does so through a format that is itself composed of separate frames, that is, as an anthology show that troubles the unitary view often ascribed to series television. This article examines Black Mirror’s interrogation of series television by looking at how various episodes – including ‘Fifteen Million Merits’, ‘White Bear’, ‘USS Callister’, and ‘Nosedive’ – evoke the nature of seriality and its impact on audience subjectivity. These episodes, among others, examine the fear that we might find ourselves dominated by the various technologies we have created, and constrained to the paths (including the endless paths of seriality) those technologies seem to lay out for us. These episodes especially show how the series is concerned with reflecting how those technologies play on and with us and project a creeping sense that we are becoming little more than featured players cast in an ongoing, formulaic and serial story from which there is no escape.
摘要:Anne Friedberg认为,随着日常生活中虚拟框架或窗口的增加,我们将越来越多地“在空间和断裂的框架中看到世界”,就好像一个难题在挑战我们将其拼凑在一起。这种观点特别适合考虑广受好评的节目《黑镜》,该节目反复审视那些多重的、多重破碎的媒体框架,并通过一种本身由独立框架组成的格式来做到这一点,也就是说,作为一个选集节目,它困扰着通常被认为是连续剧的单一观点。这篇文章通过观察包括《一千五百万功绩》、《白熊》、《卡利斯特号航母》和《Nosedive》在内的各种剧集如何唤起连续剧的本质及其对观众主体性的影响,来审视《黑镜》对连续剧的质疑。这些事件,以及其他事件,审视了我们可能会发现自己被我们创造的各种技术所支配的恐惧,并被这些技术似乎为我们制定的道路所约束(包括无尽的串行性道路)。这些剧集特别展示了该系列如何关注这些技术如何在我们身上发挥作用,并投射出一种逐渐蔓延的感觉,即我们只不过是一个正在进行的、公式化的、连续的故事中的主角,无法逃脱。
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引用次数: 0
The gathering storm of progress 进步的狂风暴雨
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-02-01 DOI: 10.3828/SFFTV.2021.5
Aaron Long
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引用次数: 0
Variations on avisibility 飞行可能性的变化
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-02-01 DOI: 10.3828/SFFTV.2021.4
Timothy S. Murphy
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引用次数: 0
The EXODUS Incident 出埃及事件
IF 0.2 0 FILM, RADIO, TELEVISION Pub Date : 2021-01-01 DOI: 10.1007/978-3-030-70019-5
P. Schattschneider
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引用次数: 0
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