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Games as Epistemic Mediators: Rethinking Gamification with Morgenstern, von Neumann, and Bateson 作为认识论中介的游戏:用摩根斯滕、冯-诺依曼和贝特森反思游戏化
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-04-09 DOI: 10.1353/con.2024.a924124
Doug Stark

This article contends that gamification is a longstanding means of making knowledge, not just a twenty-first-century design technique. People have applied games to non-entertainment domains for millennia, especially to perform functions that we now associate with computational media, but their status as “epistemic mediators” comes to the fore in recent history. Stark examines two twentieth-century uses of games as models for systems that, contrasted, evidence distinct approaches to formalizing phenomena in the human sciences. First, Oskar Morgenstern and John von Neumann’s Theory of Games and Economic Behavior (1944) illustrates the propensity game models have to reduce complexity, mechanize judgment, and promote capitalist values. Then, Gregory Bateson’s cybernetic game models serve as counterexamples that, along with his critiques of game theory, the conclusion brings to bear on current debates about gamification.

本文认为,游戏化是一种历史悠久的知识创造手段,而不仅仅是二十一世纪的设计技术。千百年来,人们一直将游戏应用于非娱乐领域,尤其是执行我们现在将其与计算媒体联系在一起的功能,但游戏作为 "认识中介 "的地位在近代历史中才凸显出来。斯塔克研究了二十世纪将游戏用作系统模型的两种做法,通过对比,这些做法证明了将人文科学现象形式化的不同方法。首先,奥斯卡-摩根斯特恩和约翰-冯-诺依曼的《博弈与经济行为理论》(1944 年)说明了博弈模型具有降低复杂性、机械化判断和推广资本主义价值观的倾向。然后,格雷戈里-贝特森(Gregory Bateson)的控制论游戏模型作为反例,连同他对游戏理论的批判,结论对当前有关游戏化的争论产生了影响。
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引用次数: 0
I Can't Hear You: Gestures, Stereotypes, and Brushings against the Player in Dota 2 我听不见:Dota 2》中针对玩家的手势、成见和刷屏
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-04-09 DOI: 10.1353/con.2024.a924127
Stephanie Boluk, Patrick LeMieux

Starting from the moment Sébastien “Ceb” Debs put a hand on his ear to taunt the crowd at the International Dota 2 Championships in Shanghai, this article investigates the way stereotypical gestures both inside and outside videogames mediate cross-cultural communication. Following Giorgio Agamben’s concept of gesture and Rey Chow’s work on stereotypes, we unfold Ceb’s “I can’t hear you” across a series of tournaments to uncover the unique ways language, race, ability, and money shape the Dota 2 metagame.

从塞巴斯蒂安-德布(Sébastien "Ceb" Debs)在上海举行的国际 Dota 2 锦标赛上用手捂住耳朵嘲讽观众的那一刻开始,本文研究了电子游戏内外的刻板手势是如何调解跨文化交流的。根据乔治-阿甘本(Giorgio Agamben)的手势概念和雷伊-周(Rey Chow)关于刻板印象的研究,我们将塞布的 "我听不见 "在一系列比赛中展开,以揭示语言、种族、能力和金钱塑造 Dota 2 元游戏的独特方式。
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引用次数: 0
After the Jump: An SLSA Exchange on Platforming Games 跳转之后:关于平台游戏的 SLSA 交流会
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-04-09 DOI: 10.1353/con.2024.a924123
Peter McDonald, Chris Carloy, Julianne Grasso

In this collaborative discussion, the three authors interrogate their investments in platforming games, a long-standing genre of video games. Connecting personal and biographical reflections on childhood play to their academic trajectories, the authors reflect on the wider meanings of the genre to players. Several critical themes emerge around the genre’s pleasures, spatial structure, cartoonish style, experiential immediacy, nostalgia, and social functions.

在这篇合作讨论中,三位作者探讨了他们对平台游戏这一历史悠久的视频游戏类型的投资。作者们将对童年游戏的个人和传记反思与他们的学术轨迹联系起来,反思了这一类型游戏对玩家的广泛意义。围绕该类型游戏的乐趣、空间结构、卡通风格、体验的即时性、怀旧感和社会功能,作者提出了几个关键主题。
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引用次数: 0
Contributors 贡献者
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-04-09 DOI: 10.1353/con.2024.a924131
<span><span>In lieu of</span> an abstract, here is a brief excerpt of the content:</span><p> <ul> <li><!-- html_title --> Contributors <!-- /html_title --></li> </ul> <p><strong>Ashlee Bird</strong> is a Native American game designer and PhD in Native American studies. Her work theorizes digital sovereignty, drawing on Native American studies, media studies, and game studies to address representations of Native American characters in video games. Bird analyzes specific colonial methodologies being replicated within game spaces in order to then replace these with decolonial methods of game design being undertaken by herself and fellow Native game designers with a focus on what she terms “synthetic Indigenous identity,” oriented around promoting Indigenous futures. Beyond her academic writing, she has created three artworks, publicly exhibited seven times in group and solo exhibitions, and has curated one show. Among these are two of her original video games, <em>One Small Step</em> and <em>Full of Birds</em>, which were featured in InDigital Space at the ImagineNATIVE Film & Media Festival in 2018 and 2019 respectively. She is currently working on a book manuscript titled <em>Red Dead Redemption</em> that explores the complex relationships different players have with games and undertakes an exploration of the <em>Red Dead Redemption</em> series and what the games have offered (or not offered) to their player bases.</p> <p><strong>Stephanie Boluk</strong> plays, makes, and writes about games at the University of California, Davis. Their work incorporates game studies, media theory, and political economy to explore the relationship between leisure and labor in the post-2008 global economy. They co-authored <em>Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames</em>, as well as a series of small games, including <em>Footnotes</em> and <em>Triforce</em> with Patrick LeMieux. For more information visit https://stephanieboluk.com.</p> <p><strong>Christopher Carloy</strong> is an assistant instructional professor at the University of Chicago. His research centers on videogame history, with a focus on the 1990s and 2000s. His dissertation, “‘True 3D’: The Form, Concept, and Experience of Three-Dimensionality in 1990s Videogames,” traced the emergence of “three- dimensionality” as a multivalent and contested concept in video-game cultures in the 1990s and its intersection with shifting styles and experiences in major videogame genres. More broadly, Chris’s work deals with spatiality across media and art forms and seeks to understand videogames as part of much longer traditions of spatial representation and design.</p> <p><strong>Alenda Y. Chang</strong> is an associate professor of Film and Media Studies at the University of California, Santa Barbara. Chang’s work has appeared in numerous journals, among them <em>Interdisciplinary Studies in Literature and Environment</em>, <em>Qui Parle</em>, <em>electronic
以下是内容的简要摘录,以代替摘要: 撰稿人 Ashlee Bird 是一名美国原住民游戏设计师和美国原住民研究博士。她的作品以数字主权为理论基础,借鉴美国原住民研究、媒体研究和游戏研究的成果,探讨视频游戏中美国原住民角色的表现形式。伯德分析了在游戏空间中复制的特定殖民主义方法,然后用她自己和其他原住民游戏设计师所采用的非殖民主义游戏设计方法取而代之,重点关注她所说的 "合成原住民身份",以促进原住民的未来为导向。除了学术著作之外,她还创作了三件艺术作品,在群展和个展中公开展出七次,并策划了一次展览。其中,她的两部原创视频游戏《一小步》(One Small Step)和《满是鸟》(Full of Birds)分别于 2018 年和 2019 年在想象力电影节(ImagineNATIVE Film & Media Festival)的 "数字空间"(InDigital Space)中展出。她目前正在撰写一本名为《红色死亡救赎》(Red Dead Redemption)的书稿,探讨不同玩家与游戏之间的复杂关系,并对《红色死亡救赎》系列以及游戏为玩家群体提供(或未提供)了什么进行探索。斯蒂芬妮-博鲁克(Stephanie Boluk)在加利福尼亚大学戴维斯分校玩游戏、制作游戏并撰写有关游戏的文章。他们的工作结合了游戏研究、媒体理论和政治经济学,探索 2008 年后全球经济中休闲与劳动之间的关系。他们合著了《元游戏》一书:Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames》,以及一系列小型游戏,包括与 Patrick LeMieux 合著的《Footnotes》和《Triforce》。欲了解更多信息,请访问 https://stephanieboluk.com。克里斯托弗-卡洛伊是芝加哥大学的助理教学教授。他的研究集中于电子游戏史,重点是 20 世纪 90 年代和 21 世纪。他的论文题为"'True 3D':他的论文"'True 3D': The Form, Concept, and Experience of Three-Dimensionality in 1990s Videogames "追踪了 "三维性 "作为一个多元的、有争议的概念在 20 世纪 90 年代电子游戏文化中的出现,以及它与主要电子游戏类型中不断变化的风格和体验之间的交集。更广泛地说,克里斯的研究涉及跨媒体和艺术形式的空间性,并试图将电子游戏理解为更悠久的空间表现和设计传统的一部分。Alenda Y. Chang 是加州大学圣巴巴拉分校电影与媒体研究副教授。Chang 的作品曾发表在众多期刊上,其中包括《文学与环境跨学科研究》、《Qui Parle》、《电子书评》、《女权主义媒体史》和《复原力》。她的 2019 年新书《玩转自然》(Playing Nature:明尼苏达大学出版社),该书为理解和设计数字游戏提供了环境信息框架。在加州大学伯克利分校,Chang是Wireframe工作室的共同负责人,该工作室以全球社会和环境正义为投资方向,促进合作性理论和创造性媒体实践。她还是加州大学出版社开放获取期刊《媒体+环境》的创始联合编辑。Edmond Y. Chang 是俄亥俄大学英语系副教授。他的研究领域包括技术文化、种族、性别、性、同性恋游戏研究、女权主义媒体研究、大众文化以及二十世纪和二十一世纪的美国文学。最近发表的文章包括:《亚洲制造》(Made in Asia/America)中的 "Gaming While Asian"、《AMSJ》中的 "Imagining Asian American (Environmental) Games"、《同性恋游戏研究》(Queer Game Studies)中的 "Queergaming "以及《数字人文的另类史学》(Alternative Historiographies of the Digital Humanities)中的 "Why Are the Digital Humanities So Straight?"。他是高幻想桌面角色扮演游戏《Tellings》和真人角色扮演游戏《Archaea》的创作者。他还是《模拟游戏研究》(Analog Game Studies)的助理编辑和《戴眼镜的游戏玩家》(Gamers with Glasses)的特约编辑。David Ciccoricco 是新西兰达尼丁奥塔哥大学的英语副教授。他将叙事小说视为探究认知运作的一种有价值的模式,并借鉴认知科学和心灵哲学来确定虚构的心灵如何有助于解释真实的心灵。大卫著有《阅读网络小说》(Reading Network Fiction)(2007年)和《叙事媒体中的思维重构》(Refiguring Minds in Narrative Media)(2015年),前者是一本关于前网络和基于网络的数字小说的著作,后者探讨了对印刷小说、数字小说和故事驱动的视频游戏中的叙事的认知方法。他的作品散见于《叙事学》、《今日诗学》、《数字人文季刊》、《游戏与文化》和《故事世界》等期刊。Julianne Grasso 是音乐理论助理教授...
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引用次数: 0
Introduction to the Game Studies Issue: A Metagame 游戏研究专刊简介:元游戏
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-04-09 DOI: 10.1353/con.2024.a924122
Edmond Y. Chang, Ashlee Bird
<span><span>In lieu of</span> an abstract, here is a brief excerpt of the content:</span><p> <ul> <li><!-- html_title --> Introduction to the Game Studies Issue: <span>A Metagame</span> <!-- /html_title --></li> <li> Edmond Y. Chang and Ashlee Bird, <em>Themed Issue Editors</em> </li> </ul> <p>As we have argued elsewhere, video games are here, video games are everywhere; they are in our homes, in our workplaces, in our classrooms, in our politics, and in our everyday lives.<sup>1</sup> And now, video game studies is here and everywhere and crosses and connects nearly every theory, discipline, and practice, academic and otherwise. The essays gathered here represent the continued and growing interest— from academia, publishing, industry, and gaming communities—in games critique and game studies. We are honored to be the first themed issue on game studies in the long, storied history of <em>Configurations</em>. Our first goal is to insist that game studies is interdisciplinary, collaborative, intersectional, even convivial. To this end, essays are often co-authored and contribute to multiple fields, including genre studies, disability studies, philosophy, political economy, popular culture studies, cybernetics, simulation studies, environmental studies, and science and technology studies. And they are in conversations with issues of identity, embodiment, stereotypes, autotheory, rules, interfaces, modeling, metagaming, neurodivergence, nationality, wholesomeness, labor, and attention.</p> <p>This themed issue also represents a subset of the community of game scholars, artists, designers, and players that found one another at the Society for Literature, Science, and the Arts (SLSA) annual meetings <strong>[End Page 73]</strong> to forge what would become the conference’s collaborative “game studies stream.” Game studies research and presentations have become a staple at SLSA, including streams at the most recent (2023) conference. But they began in 2011 with the first stream, an interdisciplinary series of panels, organized then by Patrick Jagoda, Stephanie Boluk, Patrick LeMieux, and others, which ran from 2011 to 2013, and was resuscitated in 2017 by us alongside Alenda Chang, Timothy Welsh, and others.<sup>2</sup> In fact, we are excited to pair this themed issue with the collaborative essay “Playing at SLSA: A Game Studies Stream Retrospective,” which was published last year as part of the thirtieth anniversary celebration of <em>Configurations</em>. Originally, “Playing at SLSA” was to be the introduction to this themed issue, but we are honored to be able to hold space in two ways in the journal and in the community. According to this retrospective essay, the “serendipitous connections and less formal economies of the stream would forge conversations, collaborations, mentorships, and friendships that well exceed the conference and organization . . . [the retrospective] collects together first-hand accounts, responses, and meditations from past
以下是内容的简要摘录,以代替摘要: 游戏研究专刊简介:正如我们在其他地方所论述的,电子游戏就在这里,电子游戏无处不在;它们存在于我们的家庭、我们的工作场所、我们的课堂、我们的政治和我们的日常生活中。1 而现在,电子游戏研究就在这里,无处不在,几乎跨越并连接了所有的理论、学科和实践,无论是学术的还是其他的。这里收集的文章代表了学术界、出版界、产业界和游戏界对游戏评论和游戏研究持续不断的兴趣。我们很荣幸能成为《配置》杂志悠久历史中第一本以游戏研究为主题的专刊。我们的首要目标是坚持游戏研究是跨学科的、合作的、交叉的,甚至是交流的。为此,我们的文章通常都是与他人合著,涉及多个领域,包括流派研究、残疾研究、哲学、政治经济学、大众文化研究、控制论、模拟研究、环境研究以及科技研究。它们与身份、体现、刻板印象、自理论、规则、界面、建模、元游戏、神经分化、国籍、整体性、劳动和注意力等问题进行了对话。在文学、科学和艺术学会(SLSA)年会上,游戏学者、艺术家、设计师和玩家们互相找到了对方[第73页],形成了会议的合作性 "游戏研究流"。游戏研究的研究和演讲已成为文学、科学和艺术学会年会的主要内容,包括最近一届(2023 年)年会的游戏研究流。但它们始于 2011 年,当时由帕特里克-雅戈达(Patrick Jagoda)、斯蒂芬妮-博鲁克(Stephanie Boluk)、帕特里克-勒米厄(Patrick LeMieux)等人组织了第一个跨学科系列小组讨论会,该小组讨论会从 2011 年持续到 2013 年,2017 年,我们与阿伦达-张(Alenda Chang)、蒂莫西-威尔士(Timothy Welsh)等人一起重新启动了该小组讨论会:事实上,我们很高兴能将本期主题刊物与去年作为《配置》三十周年庆典的一部分发表的合作文章《在SLSA玩耍:游戏研究流回顾》(Playing at SLSA: A Game Studies Stream Retrospective)搭配在一起。最初,"Playing at SLSA "是这期主题刊物的引言,但我们很荣幸能以两种方式在刊物和社区中占有一席之地。根据这篇回顾文章,"偶然的联系和不太正式的经济流将形成对话、合作、导师关系和友谊,远远超过会议和组织......。......"[回顾]收集了过去和现在游戏流参与者的第一手资料、回应和沉思,以帮助将游戏研究纳入 SLSA 的历史,反思游戏流的覆盖范围和跨学科影响,并庆祝在 SLSA 找到 "家 "的学者、教师、艺术家和玩家社区的不断壮大。我们相信,鉴于游戏游戏、游戏空间、游戏美学、游戏规范、游戏政策和游戏化在我们的世界中无处不在,游戏研究的投资在SLSA及其他领域都是亟需的。本期的作者和创作者敦促我们认识到,重点应 "放在批判性干预和特定媒介 "理论、教学法和设计的必要性上,"以解决游戏嵌入日常生活结构的事实,更重要的是嵌入整个文化的规范、价值观、承诺和问题 "4。本期的游戏研究学者重视世界建设、世界改变甚至世界拯救的形式和功能。他们还认识到,必须跨学科、跨文化和跨文本地思考和工作,不仅要发展富有想象力和创新性的游戏学术,还要发展更加多元和包容的公民、教学、设计和游戏实践。彼得-麦克唐纳(Peter McDonald)、克里斯-卡洛伊(Chris Carloy)和朱莉安娜-格拉索(Julianne Grasso)以他们的合作对话 "跳跃之后 "拉开了本期的序幕:7 接下来,道格-斯塔克(Doug Stark)的 "作为认识论中介的游戏 "将 "游戏化 "作为知识创造进行了重新构想和再加工......
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引用次数: 0
Doing Nothing in San Andreas: Contesting the Value of Play in Rockstar's Grand Theft Auto V 在《圣安地列斯》中无所事事:在 Rockstar 的《侠盗猎车手 5》中质疑游戏的价值
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-04-09 DOI: 10.1353/con.2024.a924128
Timothy Welsh

Rockstar’s Grand Theft Auto franchise continues to receive critical acclaim for its open-world structure that invites emergent forms of play. The live service monetization of Grand Theft Auto V, however, confers a monetary value on in-game items and activities, which fundamentally alters the playspace and recontextualizes discussions of player agency within the attention economy. This essay explores legitimate and illegitimate techniques players developed for earning in-game currency and rebalancing the game’s economy in their favor. In doing so, it reflects on the implication of these practices for our understanding of an implied player role and the significance of transgressive play.

Rockstar 的《侠盗猎车手》系列游戏因其开放世界的结构吸引了新兴的游戏形式而持续获得好评。然而,《侠盗猎车手5》的即时服务货币化赋予了游戏中的物品和活动以货币价值,这从根本上改变了游戏空间,并将注意力经济中关于玩家代理权的讨论重新语境化。本文探讨了玩家为赚取游戏内货币和重新平衡游戏经济而开发的合法和非法技术。在此过程中,它反思了这些做法对我们理解隐含玩家角色和越轨游戏意义的影响。
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引用次数: 0
Translations in Green: Colonialism, Postcolonialism, and the Vegetal Turn 绿色翻译:殖民主义、后殖民主义与植物转向
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-01-09 DOI: 10.1353/con.2024.a917006
Banu Subramaniam, Sushmita Chatterjee

This paper explores the coloniality of botany and its transnational genealogy by examining critical questions about agency of representation of botanical nomenclature. We use two examples—Hortus Malabaricus in the seventeenth century, and the Traditional Knowledge Digital Library (TKDL) from the twenty-first century—as bookends to examine the legacies of colonial botany. The Hortus is a comprehensive treatise developed by Hendrik van Rheede, the governor of Dutch Malabar, with the help of local botanists, doctors, and physicians. It remains one of the most comprehensive works on the flora of Asia and the tropics. The impetus for the Hortus was the desire for a catalogue of local plants so colonists could more efficiently extract the rich botanical resources in Asia. The TKDL is a digital repository of traditional knowledge of India. The impetus was to establish prior use of herbs and medicines in India and challenge global biopiracy of traditional Indian knowledge. Both the Hortus and the TKDL are repositories that respond to colonial regimes of power—the former for more efficient colonial extraction, and the latter to thwart it. Yet both are caught up in Western norms of botanical nomenclature. Drawing on feminist, postcolonial, and transnational studies, this paper examines the two moments to explore the enduring and shifting meanings of transnational colonial regimes of power.

本文通过研究有关植物学术语表述机构的关键问题,探讨植物学的殖民性及其跨国谱系。我们用两个例子--十七世纪的《马拉巴里库斯植物志》(Hortus Malabaricus)和二十一世纪的传统知识数字图书馆(TKDL)--来研究殖民植物学的遗产。Hortus 是荷兰马拉巴尔总督 Hendrik van Rheede 在当地植物学家、医生和内科医生的帮助下编写的综合性论文。该书至今仍是关于亚洲和热带植物的最全面的著作之一。编写《植物志》的动力是希望能有一本当地植物的目录,以便殖民者能更有效地利用亚洲丰富的植物资源。TKDL 是印度传统知识的数字资料库。其推动力在于确定印度草药和药物的先用性,并挑战全球对印度传统知识的生物剽窃。Hortus 和 TKDL 都是回应殖民权力体制的知识库--前者是为了更有效地进行殖民攫取,后者是为了挫败殖民攫取。然而,两者都囿于西方的植物命名规范。本文借鉴女权主义、后殖民主义和跨国研究,对这两个时刻进行了研究,以探讨跨国殖民权力制度的持久和不断变化的含义。
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引用次数: 0
Isamu Noguchi's Gardens: Yellow Peril in the Age of Information Isamu Noguchi 的花园:信息时代的黄色危险
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-01-09 DOI: 10.1353/con.2024.a917007
Huan He

The origins of the information and digital age can be traced to Norbert Weiner's wartime document "Yellow Peril," a yellow-bound book of "perilous" statistics introducing his eventual science of prediction (cybernetics). This essay situates the emergence of "prediction science" alongside the growing sentiment of Japanese "unpredictability," two corresponding experiments in perception in 1942. It also examines sculptor Isamu Noguchi's blueprints to transform Poston War Relocation Center into a garden. Highly visible, orderly, and physical, a garden was the externalized proxy of Japanese interior desires, historically aligned with information's foundational premise of unpredictability and chaos. Through the case of Asian racialization, this essay contends that the historical formation of the information age is embedded within the historical formation of racial liberalism.

信息和数字时代的起源可以追溯到诺伯特-韦纳(Norbert Weiner)的战时文献《黄色危险》,这是一本黄色封面的 "危险 "统计书,介绍了他最终提出的预测科学(控制论)。这篇文章将 "预测科学 "的出现与日本人日益增长的 "不可预测性 "情绪相结合,在 1942 年进行了两次相应的感知实验。文章还研究了雕塑家野口勇(Isamu Noguchi)将波斯顿战争迁移中心改造成花园的蓝图。花园具有高度可见性、有序性和实体性,是日本人内部欲望的外化代表,在历史上与信息的基本前提--不可预测性和混乱--相一致。通过亚洲种族化的案例,本文认为信息时代的历史形成嵌入了种族自由主义的历史形成之中。
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引用次数: 0
Contributors 贡献者
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-01-09 DOI: 10.1353/con.2024.a917009
In lieu of an abstract, here is a brief excerpt of the content:

  • Contributors

Sushmita Chatterjee is chair and professor in the Department of Ethnic Studies and Women's and Gender Studies at Colorado State University. Her research interests include postcolonial studies, animal studies, and queer-feminist theory. Her book Postcolonial Hauntings: Play and Transnational Feminism is forthcoming (U. Illinois Press).

Aaron R. Hanlon is an associate professor of English and chair of the Science, Technology, and Society Department at Colby College. He is the author of A World of Disorderly Notions: Quixote and the Logic of Exceptionalism (U. Virginia Press, 2019), Empirical Knowledge in the Eighteenth-Century Novel (Cambridge U. Press, 2022), and co-editor of British Literature and Technology, 1600–1830 (Bucknell U. Press, 2023).

Huan He is an assistant professor of English at Vanderbilt University. His research engages Asian American literature and culture, digital studies, and critical game studies. Currently titled The Racial Interface, his book project examines the racial associations linking Asian Americans and information technologies. His research has been published in College Literature: A Journal of Critical Literary Studies and Media-N. He also writes poetry, which appears/is forthcoming in Poetry, Sewanee Review, A Public Space, Beloit Poetry Journal, and elsewhere. [End Page 71]

Banu Subramaniam is a professor of Women's and Gender Studies at Wellesley College. Trained as a plant evolutionary biologist, Banu engages the feminist studies of science in the practices of experimental biology and is the author of Botany of Empire: Plant Worlds and the Scientific Legacies of Colonialism (U. Washington Press 2024), Holy Science: The Biopolitics of Hindu Nationalism (U. Washington Press, 2019), Ghost Stories for Darwin: The Science of Variation and the Politics of Diversity (U. Illinois Press, 2014). Banu's current work focuses on decolonizing botany and the relationship of science and religious nationalism in India. [End Page 72]

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以下是内容的简要摘录,以代替摘要: 撰稿人 Sushmita Chatterjee 是科罗拉多州立大学种族研究和妇女与性别研究系主任兼教授。她的研究兴趣包括后殖民研究、动物研究和同性恋女权主义理论。她的著作《后殖民的困扰》(Postcolonial Hauntings:伊利诺伊大学出版社)即将出版。Aaron R. Hanlon 是科尔比学院的英语副教授和科学、技术与社会系主任。他著有《无序概念的世界》(A World of Disorderly Notions:弗吉尼亚大学出版社,2019 年)、《十八世纪小说中的经验知识》(剑桥大学出版社,2022 年),以及《英国文学与技术,1600-1830 年》(巴克内尔大学出版社,2023 年)的合编者。何欢是范德堡大学英语系助理教授。他的研究涉及亚裔美国文学与文化、数字研究和批判性游戏研究。他的新书项目目前名为《种族界面》(The Racial Interface),研究亚裔美国人与信息技术之间的种族关联。他的研究成果发表在《大学文学》(College Literature:A Journal of Critical Literary Studies》和《Media-N》。他还从事诗歌创作,作品发表于/即将发表于《诗歌》、《Sewanee Review》、《A Public Space》、《Beloit Poetry Journal》等刊物。[End Page 71] Banu Subramaniam 是韦尔斯利学院妇女与性别研究教授。作为一名植物进化生物学家,Banu 在实验生物学的实践中从事女性主义科学研究,著有《帝国植物学》(Botany of Empire)一书:华盛顿大学出版社 2024 年版)、《神圣科学》(Holy Science:华盛顿大学出版社,2019 年)、《达尔文的鬼故事》(Ghost Stories for Darwin:伊利诺伊大学出版社,2014 年)。Banu 目前的研究重点是印度植物学的非殖民化以及科学与宗教民族主义的关系。[End Page 72] Copyright © 2024 Johns Hopkins University Press and the Society for Literature, Science, and the Arts ...
{"title":"Contributors","authors":"","doi":"10.1353/con.2024.a917009","DOIUrl":"https://doi.org/10.1353/con.2024.a917009","url":null,"abstract":"<span><span>In lieu of</span> an abstract, here is a brief excerpt of the content:</span>\u0000<p> <ul> <li><!-- html_title --> Contributors <!-- /html_title --></li> </ul> <p><strong>Sushmita Chatterjee</strong> is chair and professor in the Department of Ethnic Studies and Women's and Gender Studies at Colorado State University. Her research interests include postcolonial studies, animal studies, and queer-feminist theory. Her book <em>Postcolonial Hauntings: Play and Transnational Feminism</em> is forthcoming (U. Illinois Press).</p> <p><strong>Aaron R. Hanlon</strong> is an associate professor of English and chair of the Science, Technology, and Society Department at Colby College. He is the author of <em>A World of Disorderly Notions: Quixote and the Logic of Exceptionalism</em> (U. Virginia Press, 2019), <em>Empirical Knowledge in the Eighteenth-Century Novel</em> (Cambridge U. Press, 2022), and co-editor of <em>British Literature and Technology, 1600–1830</em> (Bucknell U. Press, 2023).</p> <p><strong>Huan He</strong> is an assistant professor of English at Vanderbilt University. His research engages Asian American literature and culture, digital studies, and critical game studies. Currently titled <em>The Racial Interface</em>, his book project examines the racial associations linking Asian Americans and information technologies. His research has been published in <em>College Literature: A Journal of Critical Literary Studies</em> and <em>Media-N</em>. He also writes poetry, which appears/is forthcoming in <em>Poetry, Sewanee Review, A Public Space, Beloit Poetry Journal</em>, and elsewhere. <strong>[End Page 71]</strong></p> <p><strong>Banu Subramaniam</strong> is a professor of Women's and Gender Studies at Wellesley College. Trained as a plant evolutionary biologist, Banu engages the feminist studies of science in the practices of experimental biology and is the author of <em>Botany of Empire: Plant Worlds and the Scientific Legacies of Colonialism</em> (U. Washington Press 2024), <em>Holy Science: The Biopolitics of Hindu Nationalism</em> (U. Washington Press, 2019), <em>Ghost Stories for Darwin: The Science of Variation and the Politics of Diversity</em> (U. Illinois Press, 2014). Banu's current work focuses on decolonizing botany and the relationship of science and religious nationalism in India. <strong>[End Page 72]</strong></p> Copyright © 2024 Johns Hopkins University Press and the Society for Literature, Science, and the Arts ... </p>","PeriodicalId":55630,"journal":{"name":"Configurations","volume":"56 1","pages":""},"PeriodicalIF":0.1,"publicationDate":"2024-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139412651","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Abraham Cowley against Bacon's "Idols of the Mind" 亚伯拉罕-考利反对培根的 "心灵偶像"
IF 0.1 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE Pub Date : 2024-01-09 DOI: 10.1353/con.2024.a917008
Aaron R. Hanlon

This essay examines the contributions of Abraham Cowley's poetry to the development of Royal Society scientific methods in the seventeenth century, particularly through Cowley's clarification of the forms of cognitive bias that Francis Bacon called "idols of the mind." We should understand many of Cowley's poetic choices and stylistic recommendations as part of an effort to illustrate and shape the cognitive habits necessary for experimental science in the Baconian tradition. Beyond stylistic recommendations, Cowley was interested in understanding what makes for accurate perception and reasoned judgment, both of which were essential to poets and experimental scientists alike in this formative period. This essay places Cowley's poetry in the context of seventeenth-century conventions for style and perception among experimental scientists and concludes by examining how Thomas Sprat, Royal Society historian and Cowley's literary executor, understood the value of Cowley's poetry to Royal Society epistemological aims.

这篇文章探讨了亚伯拉罕-考利的诗歌对十七世纪皇家学会科学方法发展的贡献,特别是通过考利对弗朗西斯-培根称之为 "心灵偶像 "的认知偏差形式的澄清。我们应该把考利的许多诗歌选择和文体建议理解为努力说明和塑造培根传统实验科学所需的认知习惯的一部分。除了文体建议之外,考利还有兴趣了解是什么造就了准确的感知和合理的判断,而这两者对于这个成长时期的诗人和实验科学家来说都是至关重要的。这篇文章将考利的诗歌置于十七世纪实验科学家的文体和感知习惯的背景中,最后研究了英国皇家学会历史学家、考利的文学执行人托马斯-斯普拉特如何理解考利的诗歌对英国皇家学会认识论目标的价值。
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