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Is This Trauma Yours or Mine? Empathy Gaps and Single-Player Videogame Experiences 这是你的创伤还是我的创伤?同理心差距和单人电子游戏体验
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-04-03 DOI: 10.1080/13534645.2023.2184952
N. P. Houe
Empathy with game characters is generally treated as a positive outcome of gameplay experiences, although the concept of ‘empathy games’ has received due criticism in recent years by mostly indie game developers and scholars of queer games. Empathy with game characters in single-player videogames, in the sense of both player-characters and non-player characters, is therefore often described as a profound emotional experience for players, or an especially compelling expression of identification, agency, immersion, social-emotional skills, or selflessness. Videogames like The Last of Us (Naughty Dog, 2013, 2020), This War of Mine (11 bit studios, 2014) and That Dragon, Cancer (Numinous Games, 2016), for instance, compel players to engage with the trauma of game characters in different ways to induce resounding affective responses and experiences in players. However, because people primarily use themselves as referents for understanding others, even when their own experiences are not intuitively relevant, they generally underestimate the impact of their own affective states when trying to empathise, which leads to an egocentric bias in emotional perspective-taking with both themselves and others. Consequently, when players feel intense emotions about game characters and represented trauma, it can easily obstruct the process of empathy by directing players’ experiences toward themselves, creating a gap in understanding and emotional connection between self and other. Player’s own seminally related experiences may thus overshadow any trauma they perceive in-game, and such a indiscriminatory projection of self into other may express an egocentric bias rather than empathy in any prosocial sense. This complicates the thematisation and reception of trauma in single-player videogames, where
对游戏角色的移情通常被视为游戏体验的积极结果,尽管近年来“移情游戏”的概念受到了大多数独立游戏开发商和酷儿游戏学者的批评。因此,从玩家角色和非玩家角色的角度来看,在单人电子游戏中对游戏角色的同理心通常被描述为玩家的一种深刻的情感体验,或者是身份认同、代理、沉浸感、社交情感技能或无私的一种特别引人注目的表达。例如,《最后的我们》(The Last of Us,Naughty Dog,20132020)、《我的战争》(This War of Mine,11 bit studios,2014)和《那条龙,癌症》(The Dragon,Cancer,Numnous Games,2016)等电子游戏迫使玩家以不同的方式接受游戏角色的创伤,从而在玩家身上引发强烈的情感反应和体验。然而,由于人们主要将自己作为理解他人的参照物,即使他们自己的经历与直觉无关,他们在试图移情时也通常低估了自己情感状态的影响,这导致了在对待自己和他人的情感视角中存在以自我为中心的偏见。因此,当玩家对游戏角色和所代表的创伤感到强烈情绪时,它很容易通过将玩家的经历引导到自己身上来阻碍移情过程,从而在自我和他人之间造成理解和情感联系的差距。因此,玩家自己的神学院相关经历可能会掩盖他们在游戏中感受到的任何创伤,而这种对自我向他人的无差别投射可能会表达一种以自我为中心的偏见,而不是任何亲社会意义上的同理心。这使单人视频游戏中创伤的主题化和接受变得复杂
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引用次数: 0
Gaming (with) Affect and Trauma: An Introduction 情感与创伤游戏简介
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-04-03 DOI: 10.1080/13534645.2023.2184946
Laurent Milesi
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.
电子游戏开发的趋势并非不受范式转变或至少是当代思维模式调整的影响。其中之一是这门学科缓慢而稳定地回归到关键的中心舞台,毫无疑问,这在一定程度上是由多向威胁意识的增强、“终极感受”的复兴以及20世纪90年代中后期以来出现的后人类身份危机所推动的。在20世纪90年代及以后,我们看到了一些最具创新性的电子游戏系列的出现,这有助于重新绘制英雄概念的弧线,从早期的超人(或者更罕见的女超人,如古墓丽影系列的标志性人物劳拉·克劳馥)拯救世界,或者至少有令人难以置信的壮举,到一个更脆弱,谦卑的主角决心拯救自己,并且越来越多地,成为一个有责任感的公民,意识到自己在世界上的处境,试图同情这个濒危的星球。
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引用次数: 0
Towards an Affective Ludo-ethics of Re-enactment: Witnessing (in) Attentat 1942 走向再现的情感卢多伦理:见证(in) attent1942
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-04-03 DOI: 10.1080/13534645.2023.2184951
A. Ionescu
Since time immemorial children have been playing and re-enacting wargames, individual battles or whole campaigns, recreating the ambience of military conflicts. Wargames imply strategic choices, hence decision-making which also occasionally involves ethics. History itself can also be seen as ‘merely the sum of millions of human decisions’, as Robert Cowley suggested in a commentary on the everyday choices which ‘can alter our lives, sometimes in drastic and unforeseen ways’.
自古以来,孩子们就一直在玩和重演战争游戏、个人战斗或整个战役,重现军事冲突的氛围。战争游戏意味着战略选择,因此决策有时也涉及道德。历史本身也可以被视为“数百万人类决定的总和”,正如罗伯特·考利在一篇关于日常选择的评论中所建议的那样,这些选择“可能会改变我们的生活,有时会以剧烈和不可预见的方式”。
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引用次数: 0
Emergent Narrative and Affect 突发叙事与情感
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-04-03 DOI: 10.1080/13534645.2023.2184947
G. Calleja
The battle was not going well. Our team was pinned down by two enemy sniper squads. After a few failed attempts at re-capturing an objective we had lost to the enemy, I decided to go on a solo mission in a desperate attempt at turning the tide of battle. I took a long route around the edge of the battlefield, deploying smoke grenades in open areas to mask my flanking manoeuvre. Red dots flashed on my mini-map, indicating a multitude of enemies close to me. My heart racing I made my way stealthily behind enemy lines. I spotted a crane in the middle of a large construction site with a vantage point on the two sniper squads. I ran from cover to cover and made my way up the ladder, fearing I would be spotted and shot; all the effort going to waste. I made it to the top and took out my binoculars, tagging enemies where I could see them. Then I pulled out my sniper rifle, and both me and my avatar took a deep breath in. I aimed, accounting for the distance and pressed the trigger. Headshot. My sights shifted left and spotted another sniper. Another headshot. Four more went down, before word got out and the other targets I had marked disappeared into cover. Then the loud crack of an AK47 made me jump out of my seat. A red dot flashed on the mini-map, right at my position. I looked down and just a few metres away at ground level an enemy trooper was crouched behind a container firing. Without thinking I stood up, backed up a few metres, then sprinted down the crane rigging and jumped off the edge, opening my chute at the last minute for a few seconds, and landing right behind the enemy soldier, knifing him in the back and running off into the building site.
战斗进行得并不顺利。我们的队伍被敌人的两个狙击队压制住了。在几次夺回我们输给敌人的目标的尝试失败后,我决定独自执行任务,不顾一切地试图扭转战局。我绕着战场边缘走了很长一段路,在开阔地带部署了烟雾弹,以掩盖我的侧翼机动。红点在我的迷你地图上闪烁,表明有很多敌人在我身边。我心跳加速,悄悄地走到敌人的后面。我在一个大型建筑工地的中间发现了一台起重机,从有利的位置看到了两个狙击队。我从一个掩护跑到另一个掩护,爬上梯子,担心自己会被发现并被枪杀;所有的努力都将付诸东流。我爬到山顶,拿出双筒望远镜,在我能看到的地方标记敌人。然后我拔出狙击步枪,我和我的化身都深深地吸了一口气。我瞄准了,考虑到了距离,按下了扳机。Headshot。我的视线向左移动,发现了另一名狙击手。另一个头像。在消息传出之前,又有四个目标倒下了,我标记的其他目标消失在了掩护中。然后AK47的巨大爆裂声让我从座位上跳了起来。一个红点在迷你地图上闪现,就在我的位置。我往下看,就在几米外的地面上,一名敌军士兵蹲在一个集装箱后面开火。我不假思索地站了起来,后退了几米,然后冲下起重机索具,从边缘跳下,在最后一刻打开降落伞几秒钟,然后正好落在敌方士兵的后面,用刀刺伤了他的背部,跑进了建筑工地。
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引用次数: 0
Mind Games: Affective Ludo(bio)technologies of Fear 心灵游戏:恐惧的情感Ludo(生物)技术
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-04-03 DOI: 10.1080/13534645.2023.2184950
Laurent Milesi
In his Poetics Aristotle famously claimed that fear (phobos) – defined in Book II of Rhetoric as ‘a sort of pain or disturbance coming from the appearance of a future destructive or painful evil’ – and pity (eleos) are the joint emotions which tragedy aims at stimulating. Known to all living creatures and an essential element in one of humanity’s most ancient art forms expressing internal (psychological) or external (historical-political) conflicts and tensions, fear, and the mobilisation thereof, is understandably most suited to spectatorial entertainment and especially to the multimodal interactive platform of videogames; alongside speed in racing sims, competitiveness in e-sports and combat in wargames, it is among the greatest sources of in-game adrenalin rush keeping the gamer immersed or on their proverbial toes. Signalling the centrality of this emotion in gameplay is so crucial to the game industry that a significant number of releases flag the word as part of their title – apart from those analysed below, let us mention, among the hundredor-so existing or upcoming games listed on the Steam platform, Fear Effect (Kronos Digital Entertainment, 2000), Cold Fear (Darkworks, 2005), Cry of Fear (Team Psykskallar, 2013) or, referring to the fear of ghosts, Phasmophobia (Kinetic Games, 2020), etc.
在他的《诗学》中,亚里士多德著名地宣称恐惧(phobos)——在《修辞学》第二卷中被定义为“一种来自未来破坏性或痛苦的邪恶的出现的痛苦或不安”——和怜悯(eleos)是悲剧旨在激发的共同情感。所有生物都知道,这是人类最古老的艺术形式之一的基本元素,表达内部(心理)或外部(历史-政治)冲突和紧张,恐惧及其动员,可以理解为最适合观赏性娱乐,特别是电子游戏的多模式互动平台;与竞速模拟游戏中的速度、电子竞技中的竞争力和战争游戏中的战斗一样,它也是让玩家沉浸其中或保持警觉的最大游戏肾上腺素来源之一。在游戏玩法中表明这种情绪的中心地位对游戏行业来说非常重要,以至于许多游戏都将这个词作为游戏名称的一部分——除了下面分析的那些,让我们在Steam平台上列出的100多款现有或即将推出的游戏中提到,《Fear Effect》(Kronos Digital Entertainment, 2000)、《Cold Fear》(Darkworks, 2005)、《Cry of Fear》(Team Psykskallar, 2013)或《Phasmophobia》(Kinetic games, 2020)等等。
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引用次数: 0
Pathfinding Affect: Reading Maps, Bodies and the Affective in Colonial Videogames 探路情感:阅读地图、身体和殖民地电子游戏中的情感
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-04-03 DOI: 10.1080/13534645.2023.2184948
Souvik Mukherjee
The Pathfinder, the protagonist of the videogame Mass Effect: Andromeda (Bioware, 2017), often gazes across the vast expanse of the Andromeda Galaxy, its planetary systems and also the often-hostile landscape of the planets, some of which need to be made habitable for the human colonists for whom she scouts the terrain to make it inhabitable in accordance with the colonial promise of the mission. The Pathfinder could even have been surveying the vast map of any of the Age of Empires games (Ensemble Studios, etc., 1997–), mostly obscured by the black ‘fog of war’ and waiting to be colonised by the player. As games researcher Shoshana Magnet describes it, the space is a ‘gamescape’ or a ‘landscape in video games [that] is actively constructed within a particular ideological framework’.
探路者是电子游戏《质量效应:仙女座》(Bioware,2017)的主角,他经常凝视着广阔的仙女座星系、它的行星系统,以及经常充满敌意的行星景观,其中一些需要让人类殖民者居住,她根据任务的殖民承诺,为他们侦察地形,使其适合居住。开拓者甚至可以在帝国时代的任何一款游戏(Ensemble Studios等,1997-)的广阔地图上进行勘测,这些游戏大多被黑色的“战争迷雾”所掩盖,等待玩家殖民。正如游戏研究人员Shoshana Magnet所描述的那样,这个空间是一个“游戏景观”或“在特定意识形态框架内积极构建的电子游戏景观”。
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引用次数: 0
Gris, Grief and the Heroine’s Journey 悲伤、悲伤与女英雄的旅程
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-04-03 DOI: 10.1080/13534645.2023.2184953
Poonam Chowdhury
The online American Psychological Association Dictionary of Psychology defines grief as ‘the anguish experienced after significant loss, usually the death of a beloved person.’ Grief is a difficult emotion to represent because of its complexity. When it comes to the rich cultural texts of videogames, the mechanism of death as loss is interwoven into most win-lose games. However, the topic and trauma of death is not dealt with the same sensitivity and care as it is dealt with in real life. More often than not, a death in a videogame simply hints at ‘try again’. Such a cold impersonal message on the screen fails to affect the player. One might lose their progress in the game and may have to replay a level, but this frustration is nothing like losing a loved one in real life. As pointed out by Sabine Harrer in her seminal book Games and Bereavement, ‘if loss is a structural affordance of games in that it is the logical opposite of winning, this version of loss does little to acknowledge the reality of lived grief as it occurs in human life.’ She further argues that loss in games needs to be dealt with attachment and care instead of mastery and success.
在线的美国心理协会心理学词典将悲伤定义为“重大损失后所经历的痛苦,通常是心爱的人去世。”悲伤是一种很难表达的情绪,因为它很复杂。当谈到电子游戏丰富的文化文本时,死亡即失败的机制交织在大多数输赢游戏中。然而,死亡的话题和创伤并不像现实生活中那样敏感和谨慎。通常情况下,电子游戏中的死亡只是暗示着“再试一次”。屏幕上如此冷峻的非个人信息并没有影响到玩家。一个人可能会在比赛中失去进步,可能不得不重赛一个级别,但这种挫败感与现实生活中失去亲人完全不同。正如Sabine Harrer在其开创性的著作《游戏与丧亲》中所指出的那样,“如果损失是游戏的一种结构性启示,因为它与胜利是逻辑上的对立面,那么这种版本的损失几乎没有承认人类生活中生活中悲伤的现实。”她进一步认为,游戏中的失败需要处理依恋和关心,而不是掌握和成功。
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引用次数: 0
A Multitude of Soliloquies: On Democracy, Language, and Power in Bouchra Khalili’s Speeches Soliloquies的多元性——论Bouchra Khalili演讲中的民主、语言和权力
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-01-02 DOI: 10.1080/13534645.2022.2156696
Susette S. Min
In Democracy May Not Exist, But We’ll Miss it When It’s Gone (2019), Astra Taylor foregrounds the need for people to constantly reason and reflect on ‘the great Socratic question “How should I live?”’ with the objective to mold and modify democracy’s form. Once an ideal collective task in which everyone was welcome to join and participate, democracy has now become an exclusive undertaking and distant horizon as more and more people become disenfranchised and are denied the ability to disrupt and disagree with the current state of things.
在《民主可能不存在,但当它消失时我们会怀念它》(2019)一书中,阿斯特拉·泰勒(Astra Taylor)强调,人们需要不断地思考和反思“我应该如何生活”这个伟大的苏格拉底问题。目的是塑造和修改民主的形式。民主曾经是欢迎每个人加入和参与的理想的集体任务,现在已成为一项排他性的事业和遥远的地平线,因为越来越多的人被剥夺了公民权,被剥夺了破坏和反对现状的能力。
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引用次数: 0
Multilingualism and Racial (Re-)formation in the Contemporary U.S. Campus Novel 当代美国校园小说中的多语言与种族(重构)形成
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-01-02 DOI: 10.1080/13534645.2022.2156694
Almas Khan
The Super Bowl is arguably America’s quintessential national event, attracting over a hundred million viewers from across demographic backgrounds. 2014’s Big Game, however, is remembered less for action on the field than for a multilingual Coca-Cola commercial coupling ‘America the Beautiful’ lyrics with a montage of Americans from diverse backgrounds. Former Republican Congressman Allen West afterward blogged: ‘If we cannot be proud enough as a country to sing “American [sic] the Beautiful” in English in a commercial during the Super Bowl, by a company as American as they come – doggone we are on the road to perdition’. Commentators responded by condemning nativism and hailing their immigrant families’ cultural and linguistic enrichment of the nation. The Super Bowl controversy epitomises the endurance of language politics in the U.S., and Benedict Anderson would have been unsurprised by the commercial’s inspiring such impassioned sentiment. In his landmark monograph Imagined Communities: Reflections on the Origin and Spread of Nationalism (1983), Anderson described patriotic music’s power to engender ‘a special kind of contemporaneous community’.
超级碗可以说是美国最典型的全国性赛事,吸引了来自不同人口背景的1亿多观众。然而,人们对2014年世界杯的印象与其说是赛场上的精彩表演,倒不如说更多的是可口可乐的多语种广告,将《美丽的美国》(America the Beautiful)的歌词与来自不同背景的美国人的蒙太奇组合在一起。前共和党国会议员艾伦·韦斯特随后在博客上写道:“如果我们作为一个国家不能自豪地在超级碗期间的广告中用英语演唱《美国的美丽》,那么我们就走上了毁灭之路。”评论人士的回应是谴责本土主义,称赞他们的移民家庭丰富了这个国家的文化和语言。超级碗的争议集中体现了美国语言政治的持久性,本尼迪克特·安德森(Benedict Anderson)对这则广告激发了如此慷慨激昂的情绪并不感到惊讶。在他具有里程碑意义的专著《想象的社区:对民族主义起源和传播的反思》(1983)中,安德森描述了爱国音乐产生“一种特殊的当代社区”的力量。
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引用次数: 0
Ngomeni, Fort Jesus: A Digo home, not a Portuguese fortress 1 恩戈梅尼,耶稣堡:迪戈的家,而不是葡萄牙的堡垒1
IF 0.3 4区 社会学 Q4 CULTURAL STUDIES Pub Date : 2022-01-02 DOI: 10.1080/13534645.2022.2156695
J. Kosgei
Ngugi wa Thiong’o argues that the lower esteem with which oral material was historically treated became ‘the basis for expelling some cultures from history and complex thoughts, consigning them to a place in hell.’ Moving beyond this much discussed albeit inconclusive debate on the tension between orality and literacy, this paper takes a more productive path, asking, what happens to theories of community formation when previously hidden, ignored, and suppressed oral knowledge is unearthed? More categorically, this paper builds on Anderson’s notion of imagined communities in which he defines ‘the nation [as] an imagined political community’ because ‘the members of even the smallest nation will never know most of their fellow members, meet them, or even hear of them, yet in the minds of each lives the image of their communion.’ In Anderson’s formulation, the nation is imagined in a singular, dominant language which is the language of instruction and writing. For instance, in Europe, Latin was until the 16 century ‘the language of the pan-European high intelligentsia’. By the end of the 18 century, however, English had taken over as ‘the pre-eminent world imperial language,’ in response to the demands of the readership. However, it was soon clear, especially outside Europe, that this locked out other vernaculars and the imaginations they carried, a subject that this paper dwells on. I attempt an application of Anderson’s notion of ‘imagined communities’ from a multilingual perspective by destabilising the dominant space English has occupied, from a literary and oral history standpoint.
Ngugi wa Thiong ' o认为,口头材料在历史上受到的较低尊重成为“将一些文化从历史和复杂思想中驱逐出去的基础,把它们扔进地狱。”“这篇论文超越了关于口语和读写能力之间的紧张关系的讨论,采取了一条更有成效的道路,问,当以前隐藏、忽视和压抑的口头知识被发掘出来时,社区形成的理论会发生什么?”更明确地说,这篇论文建立在安德森的想象共同体概念的基础上,他将“国家(作为)一个想象的政治共同体”,因为“即使是最小的国家的成员也永远不会认识他们的大多数成员,见到他们,甚至听过他们,但在每个人的心中都生活着他们共同的形象。”在安德森的构想中,国家被想象成一种单一的、占主导地位的语言,即教学和写作的语言。例如,在欧洲,直到16世纪,拉丁语一直是“泛欧高级知识分子的语言”。然而,到18世纪末,由于读者的需求,英语已经成为“世界上最杰出的帝国语言”。然而,人们很快就明白了,尤其是在欧洲以外,这将其他方言和它们所承载的想象力拒之门外,这也是本文所要讨论的主题。从文学和口述历史的角度来看,我试图从多语言的角度,通过破坏英语所占据的主导空间,来应用安德森的“想象社区”概念。
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