简介:美国游戏研究

IF 0.6 3区 文学 0 LITERATURE, AMERICAN AMERICAN LITERATURE Pub Date : 2022-01-27 DOI:10.1215/00029831-9696959
Patrick Jagoda, Jennifer A. Malkowski
{"title":"简介:美国游戏研究","authors":"Patrick Jagoda, Jennifer A. Malkowski","doi":"10.1215/00029831-9696959","DOIUrl":null,"url":null,"abstract":"In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—a taxi ride, airport security, sitting on the plane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.” How did video games move from a medium oriented toward adolescent male consumers and characterized by violent actions, such as shooting or fighting, to one that could also accommodate a playfully serious and cathartic exploration of a Black woman defending herself against racist bodily intrusions? Though video games still privilege violent mechanics and are far from diverse, especially in terms of designers and developers in the industry, the early twenty-first century has seen an expansion of the form of, and the culture surrounding, games. This has included a proliferation of game genres: puzzleplatforms (a hybrid that combines spatial or cognitive puzzles with jumps across platforms as in Super Mario Bros. [Nintendo, 1983]); survival horror games (action-adventure games in which the player must persist in a threatening environment without adequate resources);","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":null,"pages":null},"PeriodicalIF":0.6000,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Introduction: American Game Studies\",\"authors\":\"Patrick Jagoda, Jennifer A. Malkowski\",\"doi\":\"10.1215/00029831-9696959\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—a taxi ride, airport security, sitting on the plane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.” How did video games move from a medium oriented toward adolescent male consumers and characterized by violent actions, such as shooting or fighting, to one that could also accommodate a playfully serious and cathartic exploration of a Black woman defending herself against racist bodily intrusions? Though video games still privilege violent mechanics and are far from diverse, especially in terms of designers and developers in the industry, the early twenty-first century has seen an expansion of the form of, and the culture surrounding, games. This has included a proliferation of game genres: puzzleplatforms (a hybrid that combines spatial or cognitive puzzles with jumps across platforms as in Super Mario Bros. [Nintendo, 1983]); survival horror games (action-adventure games in which the player must persist in a threatening environment without adequate resources);\",\"PeriodicalId\":45756,\"journal\":{\"name\":\"AMERICAN LITERATURE\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.6000,\"publicationDate\":\"2022-01-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"AMERICAN LITERATURE\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1215/00029831-9696959\",\"RegionNum\":3,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"LITERATURE, AMERICAN\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"AMERICAN LITERATURE","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1215/00029831-9696959","RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LITERATURE, AMERICAN","Score":null,"Total":0}
引用次数: 2

摘要

2017年,美国游戏设计师Momo Pixel发布了基于浏览器的单人游戏《Hair Nah》。在这个游戏中,你扮演艾娃,一个前往大阪、哈瓦那和圣莫尼卡码头等地的黑人女性。当你在旅途中穿过各个楼层时——出租车、机场安检、坐在飞机上——你必须拍开越来越咄咄逼人的白色手,这些手伸到框架里触摸你的头发。尽管《Hair Nah》是一款随意的按键游戏,但这种互动体验也探讨了通过不必要的触摸头发来进行微侵犯的话题。如果你在旅行中伸出了足够多的手,你会看到一个屏幕,上面写着“你赢了!”欢迎你来到目的地,但需要注意的是,“游戏结束了,但这种体验还没有结束。这是黑人女性每天都面临的问题。所以,请注意,停止这种行为。”。“电子游戏是如何从一个以青少年男性消费者为导向、以枪击或打斗等暴力行为为特征的媒介,转变为一个黑人女性保护自己免受种族主义身体侵犯的严肃而宣泄的探索?尽管电子游戏仍然享有暴力机制的特权,而且远未多样化,尤其是在该行业的设计师和开发人员方面,但在21世纪初,游戏的形式和文化已经得到了扩展。这包括游戏类型的激增:谜题平台(一种将空间或认知谜题与跨平台跳跃相结合的混合游戏,如《超级马里奥兄弟》[任天堂,1983年]);生存恐怖游戏(动作冒险游戏,玩家必须在没有足够资源的威胁环境中坚持);
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Introduction: American Game Studies
In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—a taxi ride, airport security, sitting on the plane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.” How did video games move from a medium oriented toward adolescent male consumers and characterized by violent actions, such as shooting or fighting, to one that could also accommodate a playfully serious and cathartic exploration of a Black woman defending herself against racist bodily intrusions? Though video games still privilege violent mechanics and are far from diverse, especially in terms of designers and developers in the industry, the early twenty-first century has seen an expansion of the form of, and the culture surrounding, games. This has included a proliferation of game genres: puzzleplatforms (a hybrid that combines spatial or cognitive puzzles with jumps across platforms as in Super Mario Bros. [Nintendo, 1983]); survival horror games (action-adventure games in which the player must persist in a threatening environment without adequate resources);
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
AMERICAN LITERATURE
AMERICAN LITERATURE LITERATURE, AMERICAN-
CiteScore
0.60
自引率
20.00%
发文量
27
期刊介绍: American Literature has been regarded since its inception as the preeminent periodical in its field. Each issue contains articles covering the works of several American authors—from colonial to contemporary—as well as an extensive book review section; a “Brief Mention” section offering citations of new editions and reprints, collections, anthologies, and other professional books; and an “Announcements” section that keeps readers up-to-date on prizes, competitions, conferences, grants, and publishing opportunities.
期刊最新文献
Ouch: Pain, Heard and Referred Taxonomy of an Enslaved Heart “Alive in Every Fibre”: Chopin and Wharton on Pain, Pleasure, and Private Feeling Pain after 2020, An Introduction National Wounds and Gendered Harm: Reframing Abortion Pain in The Worst of Times
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1