{"title":"数字人文与游戏伦理:调查游戏表现的影响","authors":"Edhaya Chandran E, Gnana Sanga Mithra S","doi":"10.11114/smc.v11i7.6266","DOIUrl":null,"url":null,"abstract":"“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and disseminate them through technological resources. An extension of these techniques can be seen in today’s hyper realistic games with high-concept storytelling. These games immerse the players in a world that enables them to experience a different reality and often ask them to make choices that have real-life social impact. They have empowered artists to create worlds that could become a testing ground for philosophical theories. This paper concentrates on the impact of gaming on real-world ethical and political questions. This paper primarily focuses on the impact of The Last of Us Part II- an action-adventure game developed by Naughty dog- on the discussion of the inclusion of LGBTQ+ characters on already existing IP (Intellectual Property). The response that the game received among the players can be used to understand the general perspective of these elite communities on LGBTQ+ issues. This paper also includes the positive impact of such inclusion and argues that the diversification of characters in already existing IP substantially contributes to inclusivity and equality.","PeriodicalId":91409,"journal":{"name":"Studies in media and communication","volume":"61 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming\",\"authors\":\"Edhaya Chandran E, Gnana Sanga Mithra S\",\"doi\":\"10.11114/smc.v11i7.6266\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and disseminate them through technological resources. An extension of these techniques can be seen in today’s hyper realistic games with high-concept storytelling. These games immerse the players in a world that enables them to experience a different reality and often ask them to make choices that have real-life social impact. They have empowered artists to create worlds that could become a testing ground for philosophical theories. This paper concentrates on the impact of gaming on real-world ethical and political questions. This paper primarily focuses on the impact of The Last of Us Part II- an action-adventure game developed by Naughty dog- on the discussion of the inclusion of LGBTQ+ characters on already existing IP (Intellectual Property). The response that the game received among the players can be used to understand the general perspective of these elite communities on LGBTQ+ issues. This paper also includes the positive impact of such inclusion and argues that the diversification of characters in already existing IP substantially contributes to inclusivity and equality.\",\"PeriodicalId\":91409,\"journal\":{\"name\":\"Studies in media and communication\",\"volume\":\"61 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-10-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Studies in media and communication\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.11114/smc.v11i7.6266\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Studies in media and communication","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.11114/smc.v11i7.6266","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
“数字人文”是指利用计算机辅助工具保存知识,并通过技术资源传播知识。这些技术的延伸可以在当今具有高概念故事叙述的超现实游戏中看到。这些游戏让玩家沉浸在一个能够让他们体验不同现实的世界中,并经常要求他们做出具有现实社会影响的选择。它们赋予艺术家创造可能成为哲学理论试验场的世界的能力。本文主要关注游戏对现实世界伦理和政治问题的影响。本文主要关注Naughty dog开发的动作冒险游戏《the Last of Us Part II》对现有IP(知识产权)中LGBTQ+角色的影响。玩家对游戏的反应可以用来了解这些精英群体对LGBTQ+问题的总体看法。本文还包含了这种包容性的积极影响,并认为已经存在的IP中角色的多样化极大地促进了包容性和平等。
Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming
“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and disseminate them through technological resources. An extension of these techniques can be seen in today’s hyper realistic games with high-concept storytelling. These games immerse the players in a world that enables them to experience a different reality and often ask them to make choices that have real-life social impact. They have empowered artists to create worlds that could become a testing ground for philosophical theories. This paper concentrates on the impact of gaming on real-world ethical and political questions. This paper primarily focuses on the impact of The Last of Us Part II- an action-adventure game developed by Naughty dog- on the discussion of the inclusion of LGBTQ+ characters on already existing IP (Intellectual Property). The response that the game received among the players can be used to understand the general perspective of these elite communities on LGBTQ+ issues. This paper also includes the positive impact of such inclusion and argues that the diversification of characters in already existing IP substantially contributes to inclusivity and equality.