作为虚拟博物学家的极速赛车手

V. V. Kirichenko
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摘要

这篇论文致力于讨论电脑游戏中的虚拟自然主义问题,特别是像竞速这样的游戏现象。该研究的作者分析了极速竞速作为一种特殊类型的电子竞技的本质,以及20世纪90年代左右出现在玩家脑海中的一种反击形式。我们特别关注虚拟自然主义的概念,它体现在速度奔跑中,可以被理解为各种游戏的玩家及其启示的一种经验主义和唯物主义研究形式。这项工作的目的是建立快速奔跑作为一种研究和批判实践的特征,类似于某些类型的学术分析,但具有不同的任务。核心问题是玩家在实现极速竞速活动过程中的体验问题,极速竞速者研究电脑游戏的本质,并对游戏设计原则和操作提出质疑,导致对人为禁令的一些抵制。这种形式的对抗,在不同类型的速度游戏中表现出来,显示了虚拟世界存在的某些细微差别,这使得人们有可能更好地理解电脑游戏作为现代文化产物的功能。在此基础上,提出了快速跑速这一边缘性现象的研究意义和进一步研究对策的必要性。
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Speedrunner as a Virtual Naturalist
The paper is devoted to the issue of virtual naturalism in computer games, in particular, to such a gaming phenomenon as speedrunning. The author of the study analyzes the essence of speedrunning as a special type of cybersport, as well as a form of counterplay that arose in the minds of gamers around the 1990s. Particular attention is paid to the concept of virtual naturalism, which manifests itself in speed running and can be understood as a form of empirical and materialistic study by gamers of various games and their affordances. The purpose of the work is to establish the features of speedrunning as a research and critical practice, similar to some types of academic analysis, but with different tasks. The central place is occupied by the problem of gamers’ experience during the actualization of speedrunning activity, in which speedrunners study the nature of computer game and call into question game design principles and manipulations, leading to some resistance to artificial prohibitions. This form of confrontation, revealed in different types of speedruns, shows certain nuances of the existence of virtual worlds, which makes it possible to better understand the functioning of computer games as modern cultural artifacts. In result, a conclusion is made about the significance of such borderline phenomena as speedrunning and the need for further study of the counterplay practics.
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