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Craig Of the Creek: Black childhood and environmental racism 《溪中的克雷格:黑人童年与环境种族主义》
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-06-14 DOI: 10.1080/15295036.2022.2083206
Alex Thomas
ABSTRACT The animated show Craig of the Creek is an important source of animated environmental imagery for children as its main characters and plot provide the opportunity to discuss both race and environmental issues. However, these shows often only show one view of environmental degradation and ignore issues like environmental racism and urban housing issues. The history of racial environmental innocence and the exclusion of people of color need to be considered to fully understand the benefits and shortcomings of the show’s narrative. I argue that while Craig of the Creek resists some notions of racial innocence, the show still promotes a mainly romanticized, commodified view of nature. To do this, I provide a close ecocritical analysis utilizing discourse analysis and environmental racism theory to explain how well the show includes social inequality. I conclude that while the cartoon acknowledges pollution and the dangers of nature, it largely ignores the complicated relationship between race and the environment and reproduces the idea of the environment being nothing more than a commodity. It glosses over the complicated history that both people of color and indigenous people have with nature ownership and is passing on an unfortunate lesson to children viewing the program.
动画片《小溪里的克雷格》是儿童动画环境意象的重要来源,因为它的主要人物和情节提供了讨论种族和环境问题的机会。然而,这些节目往往只展示了环境退化的一种观点,而忽视了环境种族主义和城市住房问题等问题。种族环境的清白和有色人种被排斥的历史需要被考虑,以充分理解该剧叙事的优点和缺点。我认为,虽然《克里克的克雷格》抵制了一些种族清白的观念,但这部剧仍然宣扬了一种主要是浪漫化的、商品化的自然观。为了做到这一点,我利用话语分析和环境种族主义理论提供了一个密切的生态批评分析,以解释该节目如何很好地包括社会不平等。我的结论是,虽然这幅漫画承认污染和自然的危险,但它在很大程度上忽视了种族和环境之间的复杂关系,并再现了环境只不过是一种商品的想法。它掩盖了有色人种和土著居民与自然所有权的复杂历史,并向观看该节目的孩子们传递了一个不幸的教训。
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引用次数: 0
Ignoring the blood on the tracks: exits and departures from game studies 忽略铁轨上的血迹:游戏研究的退出和偏离
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2080847
K. Bergstrom
ABSTRACT In this article I examine game studies’ role in training students who go on to work in or study the games industry. Using a feminist lens to critique the leaky pipeline metaphor, I discuss how this metaphor assists in a collective amnesia that allows game studies to ignore the larger culture problems associated with games and the industry that makes them. In its place, I offer up Neil deGrasse Tyson’s use of “blood on the tracks” to describe how some people are actively pushed out of our field. As a way forward, I suggest that by reimagining how we teach game studies’ genesis point, it will offer up the potential for a brighter, more diverse future for our field.
在这篇文章中,我将探讨游戏研究在培养那些继续在游戏行业工作或学习的学生中的作用。我用女权主义的视角来批判“管道泄漏”这个比喻,讨论了这个比喻是如何导致集体失忆的,它让游戏研究忽略了与游戏和游戏制作行业相关的更大的文化问题。取而代之的是,我用尼尔·德格拉斯·泰森(Neil deGrasse Tyson)的“血迹斑斑”(blood on the tracks)来形容一些人是如何被主动赶出我们的领域的。作为一种前进的方式,我建议通过重新设想我们如何教授游戏研究的起源点,它将为我们的领域提供一个更光明,更多样化的未来。
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引用次数: 1
Game studies, futurity, and necessity (or the game studies regarded as still to come) 游戏研究、未来和必要性(或有待发展的游戏研究)
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2080845
Amanda L. L. Cullen, Rainforest Scully-Blaker, Ian Larson, Kathryn Brewster, Ryan Rose Aceae, William Dunkel
ABSTRACT As members of the Critical Approaches to Technology and the Social (CATS) Lab at UC Irvine, we are particularly motivated by this special issue’s call to action. As a collective of interdisciplinary students at various stages in relevant degrees, we are the future of game studies. As such, this question strikes us not as one for speculation, but as a space to commit a set of shared values necessary for game studies to have a future—one that is more equitable, more sustainable, and more transparent. We argue that working towards this future will require an increased commitment to critiquing the relationship between industry and game-making practice; examining the sociopolitical landscape of both game culture and the world; and an attention to the institution of the university itself. Imagining the future in this way is a necessary practice, and a core component to scholarly critique. When we imagine the future, we can work both towards and against it. We do this work as researchers, but also as streamers, makers, critics, and players, each of whom brings our perspective to this special issue to articulate our vision of a critical game studies that strives for equity, sustainability, and self-reflexivity.
作为加州大学欧文分校技术与社会批判方法(CATS)实验室的成员,我们对本期特刊的行动呼吁特别感兴趣。作为一个跨学科的学生在不同阶段的相关学位的集体,我们是游戏研究的未来。因此,这个问题给我们的印象并不是猜测,而是为游戏研究的未来——一个更公平、更可持续、更透明的未来——提供了一系列共享价值的空间。我们认为,为了实现这一未来,我们需要更多地关注行业与游戏制作实践之间的关系;审视游戏文化和世界的社会政治景观;以及对大学制度本身的关注。以这种方式想象未来是一种必要的实践,也是学术批判的核心组成部分。当我们想象未来时,我们既可以朝着未来努力,也可以反对未来。我们以研究人员的身份开展这项工作,同时也是主播、制作人、评论家和玩家,每个人都将我们的观点带到了这个特殊问题上,以阐明我们对争取公平、可持续性和自我反思的批判性游戏研究的看法。
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引用次数: 0
Towards intersectional and transcultural analysis in the examination of players and game fandoms 对玩家和游戏迷的交叉和跨文化分析
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2080846
S. Ganzon
ABSTRACT This paper argues for transculturality in critical examinations of diversity in player communities. Transculturality enriches discussions on intersectionality in games and fandom by challenging its default male whiteness and Eurocentricity, and acknowledging the presence of non-normative players who have always existed in game communities. Intersectional game studies is transcultural game studies.
摘要:本文在对玩家社区多样性的批判性考察中论证了跨文化性。跨文化性通过挑战默认的男性白人和欧洲中心主义,并承认一直存在于游戏社区中的非规范玩家的存在,丰富了关于游戏和粉丝圈中的交叉性的讨论。交叉博弈研究是跨文化博弈研究。
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引用次数: 1
Too close, too intimate, and too vulnerable: close reading methodology and the future of feminist game studies 太近,太亲密,太脆弱:细读方法与女性主义游戏研究的未来
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2080851
Sarah Stang
ABSTRACT In this article I discuss close reading as a methodology for feminist game studies. Due to its centralization of the researcher’s own interpretations, close reading can be a particularly fruitful methodology for marginalized scholars discussing the ways games construct, position, and portray their own identities. However, this intimacy can also result in vulnerability, in part because reactionary and conservative members of the gaming community continue to insist that video games should be “just for fun” and push back against reading “too much” into them. This pushback has been directed in particularly hostile ways towards feminist critics and scholars who interpret game narratives or characters as misogynistic, homophobic, or racist. Yet, in order to make positive change happen, more feminist research on games needs to reach the broader public and intimate social justice-oriented close reading must become normalized rather than niche. In this sense, close reading can be both a methodology and a political stance.
在本文中,我将讨论作为女性主义游戏研究方法的细读。由于其集中了研究者自己的解释,对于边缘学者来说,细读是一种特别有效的方法,可以用来讨论游戏如何构建、定位和描绘他们自己的身份。然而,这种亲密关系也会导致脆弱性,部分原因是游戏社区的反动和保守成员坚持认为电子游戏应该“只是为了好玩”,并反对对其进行“过多”解读。这种抵制主要针对女权主义评论家和学者,他们将游戏叙事或角色解释为厌恶女性、同性恋或种族主义。然而,为了实现积极的改变,更多关于游戏的女权主义研究需要触及更广泛的公众,以亲密社会正义为导向的细读必须成为常态,而不是小众化。从这个意义上说,细读既可以是一种方法论,也可以是一种政治立场。
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引用次数: 0
“The future of media studies is game studies” “媒体研究的未来是游戏研究”
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2075025
S. Chess, M. Consalvo
ABSTRACT Game studies, as a subfield of media and/or communication studies, has occupied an odd place within critical media studies. Those who are invested in critical theory of video game studies understand the importance of the subfield, those who do not study or play video games tend to think of the topic as “other”—as distinct from other theoretical compartments of media studies work. Yet, as the games scholars in this invited issue explain, games are now a central component in the convergence of media content, media platforms and technologies, and media audiences. Theories and methods that help us understand games and their culture are therefore increasingly relevant to understanding wider media production and use. The goal with this special issue, therefore, was to offer a variety of approaches and specifics that would be helpful to scholars both within and beyond game studies.
游戏研究作为媒介和/或传播研究的一个分支,在批判媒体研究中占据了一个奇怪的位置。那些致力于电子游戏研究批判理论的人理解这一子领域的重要性,而那些不研究或玩电子游戏的人则倾向于将这一主题视为“其他”——与媒体研究工作的其他理论部门截然不同。然而,正如游戏学者在本期特邀文章中所解释的那样,游戏现在是媒体内容、媒体平台和技术以及媒体受众融合的核心组成部分。因此,帮助我们理解游戏及其文化的理论和方法与理解更广泛的媒体制作和使用越来越相关。因此,这期特刊的目标是提供各种方法和细节,以帮助游戏研究内外的学者。
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引用次数: 3
Decolonizing play 他们玩
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2080844
Aaron Trammell
ABSTRACT The past five years have seen the development of what Mukherjee, S. (2018. Playing subaltern: Video games and postcolonialism. Games and Culture, 13(5), 504–520) and Murray, S. (2018. The work of postcolonial game studies in the play of culture. Open Library of Humanities, 4(1), 1–25) (amongst others) term postcolonial game studies. Postcolonial game studies looks at how games represent colonial and postcolonial environments in the story worlds they present, and also considers how these games are consumed by players in postcolonial nations. Fittingly, it is a critique both of how games reproduce colonial tropes. In this essay, I argue that the work of decolonizing games requires that we also decolonize play. Here I shall argue that the foundational theories of play that game scholarship is predicated upon are built upon a racist and xenophobic binary that pits civilization against barbarism. This binary is a consequence of a white European canon of game studies scholarship that has supported a grand theory of play apprehended only through an etic lens. If we are to consider the future of game studies, I think we should work to decolonize play. Crucially, we must attend to how Black, Indigenous, and people of color (BIPOC) play globally and consider the many other ways—beyond merely games—that this play is articulated.
在过去的五年里,Mukherjee, S. (2018.)玩低级游戏:电子游戏和后殖民主义。游戏与文化,13(5),504-520)。文化游戏中的后殖民游戏研究。人文开放图书馆,4(1),1 - 25)(除其他外)学期后殖民游戏研究。后殖民游戏研究着眼于游戏如何在故事世界中呈现殖民和后殖民环境,并考虑后殖民国家的玩家如何消费这些游戏。恰当地说,这是对游戏如何复制殖民比喻的一种批判。在这篇文章中,我认为去殖民化游戏的工作要求我们也去殖民化游戏。在这里,我想说的是,游戏学术所依据的基本理论是建立在种族主义和仇外的二元对立之上的,即文明与野蛮的对立。这种二元对立是欧洲白人游戏研究学术经典的结果,该经典支持一种仅通过客观视角来理解的宏大游戏理论。如果我们要考虑游戏研究的未来,我认为我们应该努力去殖民化游戏。至关重要的是,我们必须关注黑人、原住民和有色人种(BIPOC)是如何在全球范围内发挥作用的,并考虑到这种发挥作用的许多其他方式(不仅仅是游戏)。
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引用次数: 3
Another world is possible: building games for just futures 另一个世界是可能的:为未来创造游戏
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2080849
Alexandrina Agloro
ABSTRACT Game design in systematically excluded communities offers a powerful framework for empowering communities. These findings are based upon The Resisters—an alternate reality game built with young people about social movement history in Providence, RI—and Vukuzenzele—a collaboration between an interactive media firm and an informal settlement non-governmental organization (NGO) in Cape Town, South Africa. In this article, I assert the value of game development as a process, the importance of considering collaborations with stakeholders, and the challenges and possibilities of intentional game design.
系统地排斥社区的游戏设计为社区赋权提供了一个强大的框架。这些发现是基于《抵抗者》(The resister)和《vukuzenzele》(一家互动媒体公司和南非开普敦的一个非正式定居非政府组织(NGO)之间的合作)。《抵抗者》是一款由佛罗里达州普罗维登斯市的年轻人制作的关于社会运动历史的虚拟现实游戏。在本文中,我将强调游戏开发作为一个过程的价值,考虑与利益相关者合作的重要性,以及有意游戏设计的挑战和可能性。
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引用次数: 1
The metaverse, but not the way you think: game engines and automation beyond game development 虚拟世界,但不是你想的那样:游戏引擎和自动化超越了游戏开发
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2080850
Aleena Chia
ABSTRACT The production of videogames routinely uses automated techniques to generate content, rig animations, map light, and script behaviors. The automation of programming and artistic functions is increasingly baked into game engines that work with other software applications in 3D production ecosystems, which are laying the foundations for what is being pitched by platform companies as the future metaverse. Platform studies has analyzed automated decision-making through the politics of classification. Game studies has investigated engines such as Unreal and Unity as platform tools that consolidate power through asymmetries of interconnectivity and interoperability. This commentary discusses the automaticity of game engines as platform tools for designing and simulating interactive 3D worlds within and beyond games. Outlining the structuring force of game engines from game development and entertainment media to architecture, engineering, construction, and manufacturing, I speculate on the implications of engines for game workers and game studies.
电子游戏的制作通常使用自动化技术来生成内容、钻机动画、地图灯光和脚本行为。编程和艺术功能的自动化越来越多地融入游戏引擎中,与3D制作生态系统中的其他软件应用程序一起工作,这为平台公司所标榜的未来虚拟世界奠定了基础。平台研究通过分类政治分析了自动决策。游戏研究将Unreal和Unity等引擎作为平台工具,通过不对称的互联性和互操作性来巩固力量。这篇评论讨论了游戏引擎作为设计和模拟游戏内外互动3D世界的平台工具的自动化。从游戏开发和娱乐媒体到建筑、工程、建设和制造,我概述了游戏引擎的结构力量,并推测了引擎对游戏工作者和游戏研究的影响。
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引用次数: 16
Diversity is not a win-condition 多样性并不是一个双赢的条件
IF 1 2区 文学 Q3 COMMUNICATION Pub Date : 2022-05-27 DOI: 10.1080/15295036.2022.2080852
Tara Fickle, Christopher B. Patterson
ABSTRACT This article examines several genres of role-playing games in terms of their procedural logics of racial management as an attempt to understand how game logics can express varying and often contentious ways of enacting “diversity.” It argues that games themselves can help answer one of the most persistent questions about games today: “how do we make games more diverse?” We proceed by defining the racial logics—the “diversity rules”—structuring the Mass Effect series (BioWare, 2007–), Genshin Impact (miHoYo, 2020), and Divinity: Original Sin 2 (Larian Studios, 2017). These games respectively place the player in the role of multicultural manager, racial empath, and divine avatar. These games show us the many logics, strategies, and appropriations that can occur when diversity itself is treated not as a complex process toward building social justice, but as an obtainable asset, and as the sole win condition in making and selling a game. Attending to these racial logics can open paths to new disciplinary directions in game studies by pushing beyond established domestic boundaries, liberal multiculturalist definitions of diversity, and ultimately into revealing our regional attitudes and particular ways of defining and practicing “diversity.”
本文从种族管理的程序逻辑角度考察了几种类型的角色扮演游戏,试图理解游戏逻辑如何表达不同的、经常有争议的“多样性”。它认为游戏本身能够帮助我们回答关于游戏的一个最持久的问题:“我们如何让游戏变得更加多样化?”我们通过定义种族逻辑——“多样性规则”来构建《质量效应》系列(BioWare, 2007 -)、《Genshin Impact》(miHoYo, 2020)和《神界:原罪2》(Larian Studios, 2017)。这些游戏分别让玩家扮演多元文化管理者、种族同理心和神圣化身的角色。这些游戏向我们展示了许多逻辑、策略和运用,当多样性本身不被视为构建社会正义的复杂过程,而是作为一种可获得的资产,以及制作和销售游戏的唯一获胜条件时,就会出现这些逻辑、策略和运用。通过超越既定的国内边界,自由多元文化主义对多样性的定义,参与这些种族逻辑可以为游戏研究开辟新的学科方向,并最终揭示我们的区域态度以及定义和实践“多样性”的特定方式。
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引用次数: 1
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Critical Studies in Media Communication
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