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引用次数: 0
摘要
在本文中,我将提供电子游戏的生态批判方法,帮助分析游戏设计师如何使用基于选择的游戏机制,为用户提供一种面对人类在气候危机中的角色的方法。《I Was a Teenage exocolism》将游戏玩法和叙述无缝地结合在一起,帮助玩家培养对人类世的新理解:“让一个星球变得不适宜居住不费什么力气,但却要付出巨大的努力来恢复它”(《exocolism》,13岁)。
In this article, I offer an ecocritical approach to video games that can help analyze how game designers can use choice-based game mechanics to offer audiences a way to confront humanity's role in the climate crisis. I Was a Teenage Exocolonist seamlessly integrates gameplay and narrative to help players cultivate new understandings about the anthropocene: “It takes little effort to render a planet inhospitable, but significant dedication to restore it” (Exocolonist, Age 13).
期刊介绍:
Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.